59 lines
3.1 KiB
Plaintext
59 lines
3.1 KiB
Plaintext
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Damage Numbers Pro/Darkness"
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{
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Properties
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{
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_Distance("Distance", Float) = 2
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
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Cull Back
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma target 3.0
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#pragma surface surf Unlit alpha:fade keepalpha noshadow
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struct Input
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{
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float4 screenPos;
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};
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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uniform float4 _CameraDepthTexture_TexelSize;
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uniform float _Distance;
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inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
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{
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return half4 ( 0, 0, 0, s.Alpha );
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}
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void surf( Input i , inout SurfaceOutput o )
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{
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float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
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float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
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ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
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float screenDepth4 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy ));
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float distanceDepth4 = abs( ( screenDepth4 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _Distance ) );
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float clampResult5 = clamp( distanceDepth4 , 0.0 , 1.0 );
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o.Alpha = clampResult5;
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}
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ENDCG
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}
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18912
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0;196;1413;823;2441.031;413.6;2.863618;True;False
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Node;AmplifyShaderEditor.RangedFloatNode;1;-1007.9,-40.72903;Inherit;False;Property;_Distance;Distance;0;0;Create;True;0;0;0;False;0;False;2;3;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.DepthFade;4;-713.1321,51.48847;Inherit;False;True;False;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ClampOpNode;5;-354.8541,39.09517;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;82,-105;Float;False;True;-1;2;ASEMaterialInspector;0;0;Unlit;Damage Numbers Pro/Darkness;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Transparent;5;True;False;0;False;Transparent;;Transparent;All;16;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;5;False;2;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;1;False;-1;0;False;-1;False;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;4;0;1;0
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WireConnection;5;0;4;0
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WireConnection;0;9;5;0
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ASEEND*/
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//CHKSM=8C55EBE007733FF3218B81FC80E1B44B141B8F7F |