94 lines
2.7 KiB
Plaintext
94 lines
2.7 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "ParticleEffect_Shader/(Shader) Normal Additive"{
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Properties{
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[HDR]_TintColor("Tint Color",Color) = (0.5,0.5,0.5,0.5)
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_AllColorFactor("All Color Factor",float) = 1.0
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_ColorRedFactor("Color Red Factor", float) = 1.0
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_ColorGreenFactor("Color Green Factor", float) = 1.0
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_ColorBlueFactor("Color Blue Factor",float) = 1.0
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_MainTex("Particle Texture", 2D) = "white" {}
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_InvFade("Soft Particle Factor", Range(0.01,3.0)) = 1.0
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}
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Category{
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Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
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Blend SrcAlpha One
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ColorMask RGB
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Cull Off
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Lighting Off
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ZWrite Off
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SubShader {
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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float _AllColorFactor;
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float _ColorRedFactor;
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float _ColorGreenFactor;
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float _ColorBlueFactor;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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};
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float4 _MainTex_ST;
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos(o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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UNITY_TRANSFER_FOG(o, o.vertex);
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return o;
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}
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sampler2D _CameraDepthTexture;
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float _InvFade;
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fixed4 frag(v2f i ) : SV_Target
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD(i.projPos))));
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float partZ = i.projPos.z;
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float fade = saturate(_InvFade * (sceneZ - partZ));
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i.color.a *= fade;
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#endif
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fixed4 tex = tex2D(_MainTex,i.texcoord);
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tex = fixed4(tex.r * _ColorRedFactor, tex.g * _ColorGreenFactor, tex.b * _ColorBlueFactor, tex.a);
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fixed4 res = _AllColorFactor * i.color * _TintColor * tex;
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UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0, 0, 0, 0));
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return res;
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}
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ENDCG
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}
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}
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}
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} |