Shader "Hidden/PlayerFade"
{
Properties
{
_Radius("Viewing Radius", Float) = 0.3
_Falloff("Falloff Percent", Float) = 0.8
_Color("Fade Color", Color) = (0,0,0,1)
_MainTex("Texture", 2D) = "white" {}
_MainCameraPos("Rendering Camera Screen Pos", Vector) = (0,0,0,0)
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
uniform float2 _MainCameraPos;
uniform float _Radius;
uniform float _Falloff;
uniform float4 _Color;
fixed4 frag (v2f i) : SV_Target
{
float2 dist = i.uv - _MainCameraPos;
dist.y *= _ScreenParams.y / _ScreenParams.x;
float3 clearDist = _Radius * _Falloff;
//float fade = step(clearDist, length(dist));
float fade = smoothstep(clearDist, _Radius, length(dist));
fixed4 col = tex2D(_MainTex, i.uv);
//return fixed4(screenPos.xy / _ScreenParams.xy, 0, 1);
//return fixed4(i.screenPos.xy, 0, 1);
return col * (1 - fade) + _Color * fade;
}
ENDCG
}
}
}