#ifndef SIDE_INCLUDE #define SIDE_INCLUDE uniform fixed4 _sideColor; uniform fixed _sideSmooth; uniform fixed _leftSide; uniform fixed _rightSide; uniform fixed _upSide; uniform fixed _downSide; inline fixed3 AddSide(fixed2 _worldUV,fixed3 _finalRGB) { fixed leftside = saturate((_worldUV.x-_leftSide)/_sideSmooth); fixed rightside = saturate((1 - (_worldUV.x-_rightSide))/_sideSmooth); fixed upside = saturate((1 - (_worldUV.y-_upSide))/_sideSmooth); fixed downside = saturate((_worldUV.y-_downSide)/_sideSmooth); fixed side = saturate(leftside * rightside * upside * downside); side = smoothstep(0,1,side); fixed3 finalRGB = lerp(_finalRGB * _sideColor, _finalRGB, side); return finalRGB; } #endif