Aetheria/Assets/Shaders/Brushes/PowerBrush.shader
Reinier Vens 1284149d47 Hostility System
Implemented hostility system - entities can mark each other as friend or foe depending on changing conditions (currently only depends on local security level)
Added "friendly" target indicators in blue
2021-05-11 04:45:42 +01:00

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Text

Shader "Brushes/Power Brush" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Depth ("Depth", Float) = 0.5
_Power("Power", Float) = 2
_Cutoff("Cutoff", Range(0,1)) = 1
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One One
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
fixed4 _Color;
float _Depth;
half _Power;
half _Cutoff;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
return o;
}
float powerPulse( float x, float power )
{
x = saturate(abs(x))-.001;
return pow((x + 1.0f) * (1.0f - x), power);
}
fixed4 frag (v2f i) : SV_Target
{
float dist = length(i.texcoord-float2(.5,.5))*2;
return _Depth * min(_Cutoff, powerPulse(dist,_Power)) * _Color * smoothstep(1, .95, dist);
}
ENDCG
}
}
}
}