爆修
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@@ -14,6 +14,10 @@ Shader "Soullies/DTM_RandomGridFloor"
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_StepA("Step A", Range(0, 1)) = 0.293
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_StepB("Step B", Range(0, 1)) = 0.345
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[Header(Distance Fade)]
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_FadeFar("Fade Far (Fully Transparent)", Float) = 100.0
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_FadeNear("Fade Near (Fully Opaque)", Float) = 20.0
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[Header(Outer Enclosing Border)]
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[Toggle(_OUTER_BORDER_ON)] _EnableOuterBorder("Enable Outer Border", Float) = 0
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[HDR] _OuterBorderColor("Outer Border Color", Color) = (1, 1, 1, 1)
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@@ -86,6 +90,8 @@ Shader "Soullies/DTM_RandomGridFloor"
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float _TimeAngle;
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float _StepA;
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float _StepB;
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float _FadeFar;
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float _FadeNear;
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half4 _OuterBorderColor;
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float _OuterBorderWidth;
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CBUFFER_END
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@@ -202,6 +208,18 @@ Shader "Soullies/DTM_RandomGridFloor"
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finalAlpha = lerp(gridAlpha, _OuterBorderColor.a, borderMask);
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#endif
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// ==========================================
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// 3. Distance Fade (Far = Transparent, Near = Opaque)
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// ==========================================
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float distToCam = distance(GetCameraPositionWS(), input.positionWS);
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// When dist >= _FadeFar => fadeMask = 0 (Fully Transparent)
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// When dist <= _FadeNear => fadeMask = 1 (Fully Opaque)
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float rawFade = (distToCam - _FadeFar) / (_FadeNear - _FadeFar + 0.0001);
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float fadeMask = saturate(rawFade);
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finalAlpha *= fadeMask;
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// Apply URP Fog
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finalColor = MixFog(finalColor, input.fogFactor);
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