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@xdegtyarev
Created September 13, 2014 18:35
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Shader "xdegtyarev/InvertedFog"
{
Properties
{
_FogTexture ("Alpha8", 2D) = "white" {}
_FogIntencity("Intencity", Float) = 0.5
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
ZWrite Off
Lighting Off
Cull Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _FogTexture;
float4 _FogTexture_ST;
float _FogIntencity;
struct vertDataIn
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct vertDataOut
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
vertDataOut vert(vertDataIn v)
{
vertDataOut o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_FogTexture);
return o;
}
fixed4 frag(vertDataOut i) : COLOR
{
fixed4 col = half4(0,0,0,1) * (1 - tex2D(_FogTexture, i.texcoord).a) * _FogIntencity;
return col;
}
ENDCG
}
}
}
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