Shader "HighlightPlus/Geometry/Target" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _ZTest ("ZTest", Int) = 0 } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent-1" "DisableBatching" = "True" } // Target FX decal Pass { Stencil { Ref 2 Comp NotEqual ReadMask 2 } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off ZTest [_ZTest] Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" struct appdata { float4 positionOS : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 positionCS : SV_POSITION; float4 screenPos : TEXCOORD0; float4 rayVS : TEXCOORD1; float3 camPosVS : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; half4 _Color; float4 _TargetFXRenderData; UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); #define GROUND_NORMAL _TargetFXRenderData.xyz #define FADE_POWER _TargetFXRenderData.w #define UNITY_MATRIX_I_M unity_WorldToObject v2f vert(appdata input) { v2f o; UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.positionCS = UnityObjectToClipPos(input.positionOS); o.screenPos = ComputeScreenPos(o.positionCS); float3 viewRay = UnityObjectToViewPos(input.positionOS); o.rayVS.w = viewRay.z; float4x4 viewToObject = mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V); o.rayVS.xyz = mul((float3x3)viewToObject, -viewRay); o.camPosVS = mul(viewToObject, float4(0,0,0,1)).xyz; return o; } half4 frag(v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float depth = UNITY_SAMPLE_DEPTH(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthTexture, i.screenPos.xy / i.screenPos.w)); float3 decalPos; if(unity_OrthoParams.w) { #if defined(UNITY_REVERSED_Z) depth = 1.0 - depth; #endif float sceneDepthVS = lerp(_ProjectionParams.y, _ProjectionParams.z, depth); float2 rayVSEnd = float2(unity_OrthoParams.xy * (i.screenPos.xy - 0.5) * 2.0); float4 posVS = float4(rayVSEnd, -sceneDepthVS, 1); float3 wpos = mul(UNITY_MATRIX_I_V, posVS).xyz; decalPos = mul(UNITY_MATRIX_I_M, float4(wpos, 1)).xyz; } else { float depthEye = LinearEyeDepth(depth); decalPos = i.camPosVS + (i.rayVS.xyz / i.rayVS.w) * depthEye; } clip(0.5 - abs(decalPos)); // check normal float3 normal = normalize(cross(ddx(decalPos), -ddy(decalPos))); float slope = dot(normal, GROUND_NORMAL); clip(slope - 0.01); float2 uv = decalPos.xz + 0.5; half4 col = tex2D(_MainTex, uv); col *= _Color; // atten with elevation col.a /= 1.0 + pow(1.0 + max(0, decalPos.y - 0.1), FADE_POWER); return col; } ENDCG } // Regular target fx Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off ZTest [_ZTest] Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _Color; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { return tex2D(_MainTex, i.uv) * _Color; } ENDCG } } }