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@jagt
Created November 17, 2014 03:32
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// Unlit alpha-blended shader with MainColor
// - no lighting
// - no lightmap support
// - with holes
Shader "Unlit/Transparent With Holes" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Radius ("Hole Radius", Float) = 50.0
_CutOff1 ("Cut Off Ratio, ranges from [0, 1", Float) = 0.6
_Hole1 ("Hole 1 World Pos, set .w to 1 to use", Vector) = (0, 0, 0, 0)
_CutOff2 ("Cut Off Ratio, ranges from [0, 1", Float) = 0.6
_Hole2 ("Hole 1 World Pos, set .w to 1 to use", Vector) = (0, 0, 0, 0)
_CutOff3 ("Cut Off Ratio, ranges from [0, 1", Float) = 0.6
_Hole3 ("Hole 1 World Pos, set .w to 1 to use", Vector) = (0, 0, 0, 0)
_CutOff4 ("Cut Off Ratio, ranges from [0, 1", Float) = 0.6
_Hole4 ("Hole 1 World Pos, set .w to 1 to use", Vector) = (0, 0, 0, 0)
_CutOff5 ("Cut Off Ratio, ranges from [0, 1", Float) = 0.6
_Hole5 ("Hole 1 World Pos, set .w to 1 to use", Vector) = (0, 0, 0, 0)
_CutOff6 ("Cut Off Ratio, ranges from [0, 1", Float) = 0.6
_Hole6 ("Hole 1 World Pos, set .w to 1 to use", Vector) = (0, 0, 0, 0)
_CutOff7 ("Cut Off Ratio, ranges from [0, 1", Float) = 0.6
_Hole7 ("Hole 1 World Pos, set .w to 1 to use", Vector) = (0, 0, 0, 0)
_CutOff8 ("Cut Off Ratio, ranges from [0, 1", Float) = 0.6
_Hole8 ("Hole 1 World Pos, set .w to 1 to use", Vector) = (0, 0, 0, 0)
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 1
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
float4 posWorld : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
uniform float _Radius;
uniform float _CutOff1;
uniform float4 _Hole1;
uniform float _CutOff2;
uniform float4 _Hole2;
uniform float _CutOff3;
uniform float4 _Hole3;
uniform float _CutOff4;
uniform float4 _Hole4;
uniform float _CutOff5;
uniform float4 _Hole5;
uniform float _CutOff6;
uniform float4 _Hole6;
uniform float _CutOff7;
uniform float4 _Hole7;
uniform float _CutOff8;
uniform float4 _Hole8;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.posWorld = mul(_Object2World, v.vertex);
return o;
}
void calc_alpha(in float4 posWorld, in float4 hole, in float cutoff, inout fixed4 col)
{
float dist = distance(posWorld.xy, hole.xy);
float cutoffDist = _Radius * cutoff;
float calcAlpha;
if (hole.w == 0 || dist > _Radius) calcAlpha = 1.0;
else if (dist < cutoffDist) calcAlpha = 0.0;
else calcAlpha = lerp(0, 1, (dist - cutoffDist)/(_Radius - cutoffDist));
if (calcAlpha < col.a)
{
col.a = calcAlpha;
}
return;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.texcoord);
calc_alpha(i.posWorld, _Hole1, _CutOff1, col);
calc_alpha(i.posWorld, _Hole2, _CutOff2, col);
return col;
}
ENDCG
}
}
}
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