Shader "Unlit/WithCubeFalloffUnlit"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
}
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: TEXCOORD1;
float depth : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
samplerCUBE _LightCube;
uniform float4 _Color;
uniform float4 _LightMapCameraPos;
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);
o.depth = COMPUTE_DEPTH_01;
//UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 toFragment = i.worldPos - _LightMapCameraPos.xyz;
float3 toFragmentDir = normalize(toFragment);
float3 distToFrag = length(toFragment);
fixed4 c = tex2D(_MainTex, i.uv) * _Color;
float4 sampleDist = fixed4(texCUBE(_LightCube, toFragmentDir).rgb, 1) * _LightMapCameraPos.w;
float check = step(distToFrag - 0.02, sampleDist);
return fixed4(check, check, check, 1);
//return fixed4(sampleCube.r, 0, 0, 1);
}
ENDCG
}
}
}