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// Used on temporary objects captured by BakerySector
Shader "Hidden/ftFarSphere"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Geometry" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL0;
};
struct v2f
{
float3 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float fade : TEXCOORD1;
};
sampler2D _MainTex;;
v2f vert (appdata v, uint vertID : SV_VertexID)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = float3(v.uv, 0);
float3 wnormal = normalize(mul((float3x3)unity_ObjectToWorld, v.normal));
float3 wpos = mul(unity_ObjectToWorld, v.vertex);
float3 viewDir = normalize(_WorldSpaceCameraPos - wpos);
o.fade = saturate(dot(viewDir, wnormal));
return o;
}
float4 frag (v2f i) : SV_Target
{
float4 color = tex2D(_MainTex, i.uv);
if (color.a < 0.9) discard;
color.rgb *= i.fade;
return color;
}
ENDCG
}
}
}
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