Shader "World Political Map/UnlitGlobeClip" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color (RGB)", Color) = (1,1,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 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; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float3 worldPos: TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; float4 _WPM_GlobePos; fixed4 _Color; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.worldPos = mul(unity_ObjectToWorld, v.vertex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float dist = dot(i.worldPos - _WPM_GlobePos.xyz, i.worldPos - _WPM_GlobePos.xyz); clip(dist - _WPM_GlobePos.w); // sample the texture fixed4 col = tex2D(_MainTex, i.uv) * _Color; // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct v2f { V2F_SHADOW_CASTER; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } float4 frag(v2f i) : COLOR { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } }