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- Shader "Custom/VolumetricSphere"
- {
- Properties
- {
- _Center ("Center", vector) = (0.0, 0.0, 0.0)
- _ColorCube ("Color cube", Color) = (1, 1, 1, 1)
- _ColorSphere ("Color sphere", Color) = (1, 1, 1, 1)
- _Radius ("Radius", float) = 2.0
- _StepNumber ("Step Number", float) = 10.0
- _StepVal ("Step Val", float) = 0.1
- }
- SubShader
- {
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : SV_POSITION;
- float3 worldPos : TEXCOORD1;
- };
- v2f vert(appdata_base v) {
- v2f o;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
- return o;
- }
- float _StepNumber;
- float _StepVal;
- float3 _Center;
- float _Radius;
- fixed4 _ColorCube;
- fixed4 _ColorSphere;
- fixed4 raymarch(float3 worldPos, float3 viewDirection) {
- for(int i = 0; i < _StepNumber; i++) {
- if(distance(worldPos, _Center) < _Radius)
- return _ColorSphere;
- worldPos += viewDirection * _StepVal;
- }
- return _ColorCube;
- }
- fixed4 frag(v2f i) : SV_Target {
- float3 viewDirection = normalize(i.worldPos - _WorldSpaceCameraPos);
- return raymarch(i.worldPos, viewDirection);
- }
- ENDCG
- }
- }
- }
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