Shader "Mirza Beig/Particles/Distortion/Alpha Blended" { Properties { _Opacity("Opacity", range(0.0, 2.0)) = 0.5 _Intensity("Intensity", range(0.0, 10.0)) = 1.0 _Distortion("Distortion", range(0.0, 2.0)) = 0.05 _MainTex("Particle Texture", 2D) = "white" {} _DistTex("Distortion Texture", 2D) = "white" {} _InvFade("Soft Particles Factor", Range(0.01, 8.0)) = 1.0 } Category { // Transparent = other objects drawn before this one. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType" = "Plane" } Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB Cull Off Lighting Off ZWrite Off SubShader { // Grab screen behind object into a texture. // Accessed in next pass in _GrabTexture. GrabPass { Name "BASE" Tags { "LightMode" = "Always" } } // Preturb texture from above using bump map. Pass { Name "BASE" Tags { "LightMode" = "Always" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _DistTex; // ... struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float2 texcoord_dist : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; // ... struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD2; #endif float2 texcoord_dist : TEXCOORD3; // Grabpass texture coordinates. float4 uvgrab : TEXCOORD4; UNITY_VERTEX_OUTPUT_STEREO }; // ... float4 _MainTex_ST; float4 _DistTex_ST; float _Intensity; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos(o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif // 0.5 since Unity's regular shaders are gray-tinted? // Meh, just make it the full colour. This isn't supposed // to be the same end-result. I'll take out the x2.0f in // the fragment part near the end. //o.color = v.color; o.color = v.color * _Intensity; o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.texcoord_dist = TRANSFORM_TEX(v.texcoord_dist, _DistTex); UNITY_TRANSFER_FOG(o, o.vertex); // Grabpass stuff. o.uvgrab = ComputeGrabScreenPos(o.vertex); return o; } sampler2D_float _CameraDepthTexture; float _InvFade; float _Opacity; float _Distortion; sampler2D _GrabTexture; // ... fixed4 frag (v2f i) : SV_Target { float softParticleAlpha = 1.0; #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); float partZ = i.projPos.z; softParticleAlpha = saturate(_InvFade * (sceneZ - partZ)); #endif float inputAlpha = i.color.a; half mainTextureAlpha = tex2D(_MainTex, i.texcoord).a; half4 distortionTextureColour = tex2D(_DistTex, i.texcoord); //distortionTextureColour.rg *= distortionTextureColour.b; half2 distortion = UnpackNormal(distortionTextureColour).rg; i.uvgrab.xy += distortion * _Distortion; fixed4 grabPassTextureColourDistorted = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); fixed4 col = grabPassTextureColourDistorted; col.a = inputAlpha * mainTextureAlpha * softParticleAlpha * _Opacity; UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } } }