Files
TheDeclineOfWarriors/Assets/Shaders/RadiusRevealUnlit.shader
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Shader "The Decline Of Warriors/Radius Reveal Unlit"
{
Properties
{
_BaseMap("Base Map", 2D) = "white" {}
_BaseColor("Base Color", Color) = (1, 1, 1, 1)
_RevealRadius("Reveal Radius", Float) = 6
_EdgeSoftness("Edge Softness", Float) = 1
_Alpha("Alpha", Range(0, 1)) = 1
}
SubShader
{
Tags
{
"RenderType"="Transparent"
"Queue"="Transparent"
"RenderPipeline"="UniversalPipeline"
}
Pass
{
Name "RadiusReveal"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Back
ZWrite Off
ZTest Always
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
float _RevealRadius;
float _EdgeSoftness;
float _Alpha;
CBUFFER_END
float4 _RevealCenter;
float _GlobalRevealRadius;
float _GlobalRevealEdgeSoftness;
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
};
Varyings vert(Attributes input)
{
Varyings output;
VertexPositionInputs positionInputs = GetVertexPositionInputs(input.positionOS.xyz);
output.positionHCS = positionInputs.positionCS;
output.positionWS = positionInputs.positionWS;
output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
return output;
}
half4 frag(Varyings input) : SV_Target
{
float radius = _GlobalRevealRadius > 0.0 ? _GlobalRevealRadius : _RevealRadius;
float softness = _GlobalRevealEdgeSoftness > 0.0 ? _GlobalRevealEdgeSoftness : _EdgeSoftness;
float distanceToCenter = distance(input.positionWS, _RevealCenter.xyz);
float mask = 1.0 - smoothstep(radius - softness, radius, distanceToCenter);
clip(mask - 0.001);
half4 albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv) * _BaseColor;
albedo.a *= mask * _Alpha;
return albedo;
}
ENDHLSL
}
}
}