Shader "RadarShaders/Ghost Smooth clipping (beta)" { Properties{ [Toggle]_UseFalloff("Smooth Falloff", Float) = 0 _SmoothClipping("Smooth clipping border", Range(0 , 2)) = 0 _RimFalloff("Rim Falloff", Range(1,10)) = 2 _RimWidth("Rim Width", Range(0,1)) = 0.1 _ColorMap("Color (RGB)", 2D) = "white" {} _NoiseMap("Noise (RGB)", 2D) = "white" {} _RimColor("Rim Color",Color) = (0.0,0.0,0,1) _RimSecondaryColor("Secondary Rim Color",Color) = (0.0,0.0,0,1) _EmissionColor("EmissionColor",Color) = (0.0,0.0,0,0.0) _EmissionMap("Emission (RGB)", 2D) = "white" {} } SubShader{ Tags{ "Queue" = "Transparent" "IgnoreProjector" = "False" "RenderType" = "Transparent" } LOD 200 ZTest LEqual Zwrite Off // extra pass that renders to depth buffer only Pass{ ZWrite Off ColorMask 0 } CGPROGRAM #pragma surface surf BlinnPhong alpha:fade keepalpha #pragma target 4.0 sampler2D _ColorMap, _BumpMap, _NoiseMap, _EmissionMap; uniform sampler2D _CameraDepthTexture; struct Input { float2 uv_ColorMap; float2 uv_NoiseMap; float2 uv_EmissionMap; float3 worldPos; float4 screenPos; }; fixed4 _RimColor; fixed4 _EmissionColor; fixed4 _RimSecondaryColor; half _RimWidth; half _RimFalloff; half _NormalPower; bool _UseRim; bool _UseFalloff; uniform half _SmoothClipping; void surf(Input IN, inout SurfaceOutput o) { half rim = 1 - saturate(abs(dot(normalize(_WorldSpaceCameraPos - IN.worldPos), normalize(o.Normal)))); rim *= _RimFalloff; rim -= -1 + (_RimFalloff / 2); rim = clamp(rim, 0.0, 1.0); float4 pos = float4(IN.screenPos.xyz, IN.screenPos.w); float d = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(pos)))); float s = abs((d - pos.w)); float Falloff = lerp(0.0, 1.0, pow(saturate(pow(s, _SmoothClipping / 2)), _SmoothClipping)); fixed4 g1 = (_RimColor * rim)*_RimColor.a; half srim = 1 - (rim*_RimColor.a); srim = clamp(srim, 0.0, 1.0); fixed4 g2 = (_RimSecondaryColor * srim)*_RimSecondaryColor.a; fixed4 c = (tex2D(_ColorMap, IN.uv_ColorMap).rgba * (g1 + g2)); c.a = clamp(c.a * (Falloff * 2),0.0,1.0); o.Albedo = c; fixed4 cn = 1 * tex2D(_NoiseMap, IN.uv_NoiseMap); if (_UseFalloff) { o.Alpha = ((rim - (1 - (_RimWidth + 0.5) * 2))* c.a) * cn; //o.Alpha = lerpResult208 * 2; } else { o.Alpha = (((rim + _RimWidth) > 1 ? 1 : 0)* c.a) * cn; } o.Emission = _EmissionColor *tex2D(_EmissionMap, IN.uv_EmissionMap);; } ENDCG } FallBack "Diffuse" }