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Nov 16th, 2018
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  1. Shader "Custom/Effect" {
  2. Properties {
  3. _MainTex ("Base (RGB)", 2D) = "white" {}
  4. _Color ("Main Color", Color) = (1,1,1,1)
  5. }
  6. SubShader {
  7. Tags { "RenderType"="Opaque" }
  8. LOD 200
  9.  
  10. CGPROGRAM
  11. #pragma surface surf Lambert
  12.  
  13. sampler2D _MainTex;
  14. float4 EffectOrigin;
  15. float Distance;
  16. float4 _Color;
  17. float4 AltColor;
  18.  
  19. struct Input {
  20. float2 uv_MainTex;
  21. float3 worldPos;
  22. };
  23.  
  24. void surf (Input IN, inout SurfaceOutput o) {
  25. float dist = distance(IN.worldPos, EffectOrigin);
  26. float f = saturate(sign(Distance - dist));
  27. half4 c = tex2D (_MainTex, IN.uv_MainTex);
  28. o.Albedo = ((1-f) * (c.rgb * _Color)) + ((f) * (c.rgb * AltColor));
  29. o.Alpha = c.a;
  30. }
  31. ENDCG
  32. }
  33. FallBack "Diffuse"
  34. }
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