// Shader created with Shader Forge v1.38 
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "uniuni/Distinguisher" {
    Properties {
        _Color ("Color", Color) = (1,0,0,1)
        _Distance ("Distance", Float ) = 0
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader {
        Tags {
            "Queue"="Overlay+100"
            "RenderType"="TransparentCutout"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Cull Front
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform float4 _Color;
            uniform float _Distance;
            struct VertexInput {
                float4 vertex : POSITION;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                o.pos = UnityObjectToClipPos( v.vertex );
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                clip(step(distance(objPos.rgb,_WorldSpaceCameraPos),_Distance) - 0.5);
////// Lighting:
////// Emissive:
                float3 emissive = _Color.rgb;
                float3 finalColor = emissive;
                return fixed4(finalColor,1);
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}
