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- 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
- }
- }
- }
- }
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