Shader "Unlit/EffectShow"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Show ("Show", float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 worldPos:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Show;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
float diss = i.worldPos.y - _Show;
if (diss >= 0 && diss <= 0.05)
{
col = float4(1, 0, 0, (0.05 - diss)/ 0.05);
}
else {
clip(diss);
}
return col;
}
ENDCG
}
}
}