2024-12-21 20:37:52 +00:00

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