102 lines
2.6 KiB
Plaintext
102 lines
2.6 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
|
|
|
Shader "LiteParticleEffect/Effect Blend"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
|
|
_CutTex ("Cutout (A)", 2D) = "white" {}
|
|
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.0
|
|
_UVScrollX("Main UV X Scroll",Float) = 0.0
|
|
_UVScrollY("Main UV Y Scroll",Float) = 0.0
|
|
_UVCutScrollX("Cut UV X Scroll",Float) = 0.0
|
|
_UVCutScrollY("Cut UV Y Scroll",FLoat) = 0.0
|
|
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
Cull Off Lighting Off ZWrite Off
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_particles
|
|
#pragma multi_compile_fog
|
|
#include "UnityCG.cginc"
|
|
sampler2D _MainTex;
|
|
sampler2D _CutTex;
|
|
float4 _MainTex_ST;
|
|
float4 _CutTex_ST;
|
|
float _Cutoff;
|
|
float _UVScrollX;
|
|
float _UVScrollY;
|
|
float _UVCutScrollX;
|
|
float _UVCutScrollY;
|
|
sampler2D_float _CameraDepthTexture;
|
|
float _InvFade;
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
float4 uv : TEXCOORD0;
|
|
fixed4 color : COLOR;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
half4 vertex : SV_POSITION;
|
|
half2 uv_MainTex: TEXCOORD0;
|
|
half2 uv_CutOut : TEXCOORD1;
|
|
UNITY_FOG_COORDS(2)
|
|
#ifdef SOFTPARTICLES_ON
|
|
float4 projPos : TEXCOORD3;
|
|
#endif
|
|
fixed4 color : COLOR;
|
|
};
|
|
|
|
v2f vert (appdata v)
|
|
{
|
|
v2f o;
|
|
UNITY_INITIALIZE_OUTPUT(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;
|
|
float2 scroll = float2(_UVScrollX, _UVScrollY) * _Time.y;
|
|
o.uv_MainTex = (v.uv + scroll) * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
|
|
scroll = float2(_UVCutScrollX, _UVCutScrollY) * _Time.y;
|
|
o.uv_CutOut = (v.uv + scroll) * _CutTex_ST.xy + _CutTex_ST.zw;
|
|
|
|
UNITY_TRANSFER_FOG(o,o.vertex);
|
|
return o;
|
|
}
|
|
|
|
half4 frag(v2f i) : SV_Target
|
|
{
|
|
#ifdef SOFTPARTICLES_ON
|
|
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
|
float partZ = i.projPos.z;
|
|
float fade = saturate (_InvFade * (sceneZ-partZ));
|
|
i.color.a *= fade;
|
|
#endif
|
|
|
|
|
|
fixed4 c = i.color * tex2D(_MainTex, i.uv_MainTex);
|
|
fixed ca = tex2D(_CutTex, i.uv_CutOut).a;
|
|
c.a *= ca;
|
|
c.a = ca >= _Cutoff ? c.a:0;
|
|
|
|
UNITY_APPLY_FOG(i.fogCoord, c); // fog towards black due to our blend mode
|
|
return c;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
Fallback "Transparent/VertexLit"
|
|
} |