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FOW.shader
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Shader "Custom/FOW"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 darken : COLOR;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
//vertex to view space
o.vertex.xyz = UnityObjectToViewPos(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float4 playerPos = (0, 0, 0, 1);
float4 center = float4(UnityObjectToViewPos(playerPos.xyz), 1.0);
//o.darken.r = smoothstep(0.0, 1.0, distance(o.vertex, center));
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}