Unity3D Shader :渐变

Shader "Hidden/Test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_FadeNear("FadeNear",float) = 35
_FadeFar("FadeFar",float) = 40
}
SubShader
{
Tags{"RenderType" = "Transparent"}
ZWrite On
Blend SrcAlpha OneMinusSrcAlpha


Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag


#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float _FadeNear;
float _FadeFar;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};


struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float fade : TEXCOORD1;
};


v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv,_MainTex);
float3 ViewDir = mul(UNITY_MATRIX_MV, v.vertex).xyz;
float dir = length(ViewDir);
o.fade = 1 - saturate((dir - _FadeNear) / (_FadeFar - _FadeNear));


return o;
}




fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);

return float4 (col.rgb,i.fade);
}
ENDCG
}
}

}


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转载自blog.csdn.net/weixin_42452001/article/details/80683650