123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566 |
- Shader "FFALCON/Dot"
- {
- Properties
- {
- _Color ("Color", Color) = ( 1, 1, 1, 1 )
- _InnerDiameter ("InnerDiameter", Range(0, 10.0)) = 1.5
- _OuterDiameter ("OuterDiameter", Range(0.00872665, 10.0)) = 2.0
- _DistanceInMeters ("DistanceInMeters", Range(0.0, 10000.0)) = 2.0
- }
- SubShader
- {
- Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" }
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha, OneMinusDstAlpha One
- AlphaTest Off
- Cull Back
- Lighting Off
- ZWrite Off
- ZTest Always
- Fog { Mode Off }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- uniform float4 _Color;
- uniform float _InnerDiameter;
- uniform float _OuterDiameter;
- uniform float _DistanceInMeters;
- struct vertexInput
- {
- float4 vertex : POSITION;
- };
- struct fragmentInput
- {
- float4 position : SV_POSITION;
- };
- fragmentInput vert(vertexInput i)
- {
- float scale = lerp(_OuterDiameter, _InnerDiameter, i.vertex.z);
- float3 vert_out = float3(i.vertex.x * scale, i.vertex.y * scale, _DistanceInMeters);
- fragmentInput o;
- o.position = UnityObjectToClipPos (vert_out);
- return o;
- }
- fixed4 frag(fragmentInput i) : SV_Target
- {
- fixed4 ret = _Color;
- return ret;
- }
- ENDCG
- }
- }
- }
|