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- Shader "Custom/Effect" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _Color ("Main Color", Color) = (1,1,1,1)
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 200
- CGPROGRAM
- #pragma surface surf Lambert
- sampler2D _MainTex;
- float4 EffectOrigin;
- float Distance;
- float4 _Color;
- float4 AltColor;
- struct Input {
- float2 uv_MainTex;
- float3 worldPos;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- float dist = distance(IN.worldPos, EffectOrigin);
- float f = saturate(sign(Distance - dist));
- half4 c = tex2D (_MainTex, IN.uv_MainTex);
- o.Albedo = ((1-f) * (c.rgb * _Color)) + ((f) * (c.rgb * AltColor));
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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