DEG-28 DEG-33 사용하지 않는 머테리얼 삭제

This commit is contained in:
fiore 2025-04-21 11:20:07 +09:00
parent 0776c7bacf
commit c125d3ff8e
5 changed files with 9 additions and 89 deletions

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Shader "Unlit/AOE_ShaderGraph"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_Radius ("Radius", Range(0,1)) = 0.5
_Feather ("Feather", Range(0,1)) = 0.1
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _Radius;
float _Feather;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// 중심에서의 거리 계산
float2 centeredUV = i.uv - 0.5;
float dist = length(centeredUV);
// 알파 조절: 중심에서 점점 투명 → 가장자리는 불투명
float alpha = smoothstep(_Radius, _Radius - _Feather, dist);
// 텍스처 적용 (선택)
fixed4 texCol = tex2D(_MainTex, i.uv);
// 최종 컬러 (컬러 * 텍스처 * 알파)
fixed4 col = _Color * texCol;
col.a *= alpha;
return col;
}
ENDCG
}
}
}

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version https://git-lfs.github.com/spec/v1
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size 978

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