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- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
- Shader "Particles/Additive (Soft + Mult)" {
- Properties{
- _MainTex("Particle Texture", 2D) = "white" {}
- _InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
- _ColourMult("Colour Multiplier", Range(0.0,2.0)) = 1.0
- _AlphaMult("Alpha Multiplier", Range(0.0,2.0)) = 1.0
- }
- Category{
- Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
- Blend One OneMinusSrcColor
- ColorMask RGB
- Cull Off Lighting Off ZWrite Off
- SubShader{
- Pass{
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #pragma multi_compile_particles
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- fixed4 _TintColor;
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- 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
- UNITY_VERTEX_OUTPUT_STEREO
- };
- float4 _MainTex_ST;
- 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
- o.color = v.color;
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
- float _InvFade;
- float _ColourMult;
- float _AlphaMult;
- fixed4 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
- half4 col = i.color * tex2D(_MainTex, i.texcoord) * _ColourMult;
- col.rgb *= col.a * _AlphaMult;
- UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
- return col;
- }
- ENDCG
- }
- }
- }
- }
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