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Fade.shader
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Fade.shader
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Shader "LX/Fade"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ChangeSpeed("ChangeSpeed",float)=10
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _ChangeSpeed;
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.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
float simpleNoise(float2 uv)
{
return frac(sin(dot(uv, float2(50, 50))) * 43758.5453);
}
fixed4 frag(v2f i) : SV_Target
{
float3 worldNormal = i.worldNormal;
float3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
float diffuse = saturate(dot(worldNormal, worldLightDir));
fixed4 col = tex2D(_MainTex, i.uv) * diffuse;
float distance=length(UnityWorldSpaceViewDir(i.worldPos));
clip(-simpleNoise(i.uv)+distance/_ChangeSpeed);
return col;
}
ENDCG
}
}
}