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- Shader "Lightning/Erosion"
- {
- Properties
- {
- [HDR] _Color("Color", Color) = (1,1,1,1)
- _ErosionTex("Erosion Texture", 2D) = "white" {}
- _Threshold("Threshold", Range(0,1)) = 0
- _Smoothing("Smoothing", Range(0,1)) = 0
- }
- SubShader
- {
- Tags
- {
- "Queue" = "Transparent"
- }
- ZWrite Off
- Blend One One
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float4 uv : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- sampler2D _ErosionTex;
- float4 _ErosionTex_ST;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _ErosionTex);
- return o;
- }
- float4 _Color;
- float _Threshold;
- float _Smoothing;
- fixed4 frag (v2f i) : SV_Target
- {
- float4 col = tex2D(_ErosionTex, i.uv);
- float alpha = smoothstep(_Threshold - _Smoothing, _Threshold + _Smoothing, col.r);
- return _Color * alpha;
- }
- ENDCG
- }
- }
- }
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