Cg shading in world space

Shader "Custom/Cg shading in world space" 
{
	SubShader 
	{
		Pass 
		{
			CGPROGRAM
			#pragma vertex vert 
			#pragma fragment frag 
			struct vertexInput
			{
				float4 vertex:POSITION ;
			};
			struct vertexOutput
			{
				float4 pos:SV_POSITION;
				float4 position_in_world_space:TEXCOORD0 ; 
			} ;

			vertexOutput vert(vertexInput input)
			{
				vertexOutput output;
				output.pos = mul(UNITY_MATRIX_MVP,input.vertex);
				output.position_in_world_space = mul(_Object2World ,input.vertex );
				return output;
			}

			float4 frag(vertexOutput input):COLOR
			{
				float dist = distance(input.position_in_world_space,float4(0.0,0.0,0.0,1.0));
				float p = step(5.0,dist);
				return float4(0.5 * p,1-0.9*p,0.5 * p,1.0);
			}
			ENDCG
		}
	}
}






Shader "Custom/Cg shading in world space1" 
{
	Properties
	{
		_Point("a point in world space",Vector) = (0.0,0.0,0.0,1.0)
		_DistanceNear("theshold distance",Float) = 5.0
		_ColorNear("color near to point",Color) = (0.0,1.0,0.0,1.0)
		_ColorFar("color far from point",Color) = (0.3,0.3,0.3,1.0)
	}
	SubShader 
	{
		Pass 
		{
			CGPROGRAM
			#pragma vertex vert 
			#pragma fragment frag
			#include "UnityCG.cginc"

			uniform float4 _Point;
			uniform float _DistanceNear;
			uniform float4 _ColorNear;
			uniform float4 _ColorFar;

			struct vertexInput
			{
				float4 vertex:POSITION ;
			} ;
			struct vertexOutput
			{
				float4 pos:SV_POSITION;
				float4 position_in_world_space:TEXCOORD0 ; 
			};

			vertexOutput vert(vertexInput input)
			{
				vertexOutput output;

				output.pos = mul(UNITY_MATRIX_MVP,input.vertex);
				output.position_in_world_space = mul(_Object2World ,input.vertex );
				return output;
			}
			float4 frag(vertexOutput input):COLOR
			{
				float dist = distance(input.position_in_world_space,_Point);
				float p = step(_DistanceNear,dist);
				return _ColorNear * (1.0-p) + _ColorFar * p;
			}
			ENDCG
		}
	}
}


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