RiftMayhem/Assets/LiteFireEffect/Shader/ParticlePremultiplyBlend.shader
2024-12-21 20:37:52 +00:00

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "LiteParticleEffect/Effect Blended Premultiply"
{
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 One 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;
fixed4 color : COLOR;
half2 uv_MainTex: TEXCOORD0;
half2 uv_CutOut : TEXCOORD1;
UNITY_FOG_COORDS(2)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD3;
#endif
};
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 = tex2D(_MainTex, i.uv_MainTex);
c *= i.color * i.color.a ;
fixed ca = tex2D(_CutTex, i.uv_CutOut).a;
c = ca >= _Cutoff ? c : 0;
c *= ca;
UNITY_APPLY_FOG_COLOR(i.fogCoord, c, unity_FogColor*c.a);
return c;
}
ENDCG
}
}
Fallback "Transparent/VertexLit"
}