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Shader "Tutorial/034_2D_SDF_Basics/Cutoff"{
Properties{
_Color("Color", Color) = (1,1,1,1)
}
SubShader{
Tags{ "RenderType"="Transparent" "Queue"="Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Pass{
CGPROGRAM
#include "UnityCG.cginc"
#include "2D_SDF.cginc"
#pragma vertex vert
#pragma fragment frag
struct appdata{
float4 vertex : POSITION;
};
struct v2f{
float4 position : SV_POSITION;
float4 worldPos : TEXCOORD0;
};
fixed3 _Color;
v2f vert(appdata v){
v2f o;
//calculate the position in clip space to render the object
o.position = UnityObjectToClipPos(v.vertex);
//calculate world position of vertex
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
float scene(float2 position) {
float2 circlePosition = position;
circlePosition = rotate(circlePosition, _Time.y * 0.5);
circlePosition = translate(circlePosition, float2(2, 0));
float sceneDistance = rectangle(circlePosition, float2(1, 2));
return sceneDistance;
}
fixed4 frag(v2f i) : SV_TARGET{
float dist = scene(i.worldPos.xz);
float distanceChange = fwidth(dist) * 0.5;
float antialiasedCutoff = smoothstep(distanceChange, -distanceChange, dist);
fixed4 col = fixed4(_Color, antialiasedCutoff);
return col;
}
ENDCG
}
}
FallBack "Standard" //fallback adds a shadow pass so we get shadows on other objects
}
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