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using System;
using UnityEngine;
namespace Cinemachine.Examples
{
/// <summary>
/// An example add-on module for Cinemachine Virtual Camera for controlling
/// the FadeOut shader included in our example package.
/// </summary>
[AddComponentMenu("")] // Hide in menu
[ExecuteAlways]
public class CinemachineFadeOutNearbyObjects : CinemachineExtension
{
/// <summary>
/// Radius of the look at target.
/// </summary>
[Tooltip("Radius of the look at target.")]
public float m_LookAtTargetRadius = 1;
/// <summary>
/// Minimum distance to have fading out effect in front of the camera.
/// </summary>
[Tooltip("Minimum distance to have fading out effect in front of the camera.")]
public float m_MinDistance = 0;
/// <summary>
/// Maximum distance to have fading out effect in front of the camera.
/// </summary>
[Tooltip("Maximum distance to have fading out effect in front of the camera.")]
public float m_MaxDistance = 8;
/// <summary>
/// If true, m_MaxDistance will be set to
/// distance between this virtual camera and LookAt target minus m_LookAtTargetRadius.
/// </summary>
[Tooltip("If true, MaxDistance will be set to " +
"distance between this virtual camera and LookAt target minus LookAtTargetRadius.")]
public bool m_SetToCameraToLookAtDistance = false;
/// <summary>
/// Material using the FadeOut shader.
/// </summary>
[Tooltip("Material using the FadeOut shader.")]
public Material m_FadeOutMaterial;
static readonly int k_MaxDistanceID = Shader.PropertyToID("_MaxDistance");
static readonly int k_MinDistanceID = Shader.PropertyToID("_MinDistance");
/// <summary>
/// Updates FadeOut shader on the specified FadeOutMaterial.
/// </summary>
/// <param name="vcam">The virtual camera being processed</param>
/// <param name="stage">The current pipeline stage</param>
/// <param name="state">The current virtual camera state</param>
/// <param name="deltaTime">The current applicable deltaTime</param>
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
if (stage == CinemachineCore.Stage.Finalize)
{
if (m_FadeOutMaterial == null || !m_FadeOutMaterial.HasProperty(k_MaxDistanceID) ||
!m_FadeOutMaterial.HasProperty(k_MinDistanceID)) return;
if (m_SetToCameraToLookAtDistance && vcam.LookAt != null)
{
m_MaxDistance = Vector3.Distance(vcam.transform.position, vcam.LookAt.position) - m_LookAtTargetRadius;
}
m_FadeOutMaterial.SetFloat(k_MaxDistanceID, m_MaxDistance);
m_FadeOutMaterial.SetFloat(k_MinDistanceID, m_MinDistance);
}
}
void OnValidate()
{
m_LookAtTargetRadius = Math.Max(0, m_LookAtTargetRadius);
m_MinDistance = Math.Max(0, m_MinDistance);
m_MaxDistance = Math.Max(0, m_MaxDistance);
}
}
}

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Shader "Custom/FadeOut" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MinDistance ("Minimum Distance", float) = 2
_MaxDistance ("Maximum Distance", float) = 3
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Pass {
ZWrite Off
ColorMask 0
}
CGPROGRAM
#pragma surface surf Lambert alpha:fade
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 worldPos;
};
float _MinDistance;
float _MaxDistance;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// help: https://developer.download.nvidia.com/cg/index_stdlib.html
float distanceFromCamera = distance(IN.worldPos, _WorldSpaceCameraPos);
float fade = saturate((distanceFromCamera - _MinDistance) / _MaxDistance);
o.Alpha = c.a * fade;
}
ENDCG
}
FallBack "Diffuse"
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