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- Shader "Mirza Beig/Particles/Mask/Alpha Blended"
- {
- Properties
- {
- _TintColor("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
- _MainTex("Particle Texture", 2D) = "white" {}
- _MaskTex ("Mask Texture", 2D) = "white" {}
- _InvFade("Soft Particles Factor", Range(0.01, 8.0)) = 1.0
- }
- Category
- {
- Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- Blend SrcAlpha OneMinusSrcAlpha
- AlphaTest Greater .01
- ColorMask RGB
- Cull Off Lighting Off ZWrite Off
- SubShader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_particles
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- sampler2D _MaskTex;
- fixed4 _TintColor;
- struct appdata_t
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 texcoord2 : TEXCOORD1;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 texcoord2 : TEXCOORD1;
- #ifdef SOFTPARTICLES_ON
- float4 projPos : TEXCOORD2;
- #endif
- UNITY_FOG_COORDS(3)
- };
- float4 _MainTex_ST;
- float4 _MaskTex_ST;
- v2f vert(appdata_t v)
- {
- 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;
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.texcoord2 = TRANSFORM_TEX(v.texcoord2, _MaskTex);
- UNITY_TRANSFER_FOG(o, o.vertex);
- return o;
- }
- sampler2D_float _CameraDepthTexture;
- float _InvFade;
- uniform float _alphaCutoffThreshold;
- uniform float _textureBased;
- fixed4 frag(v2f i) : SV_Target
- {
- // Get texture colour.
- float4 texColour = tex2D(_MainTex, i.texcoord);
- float4 maskColour = tex2D(_MaskTex, i.texcoord2);
- //texColour = maskColour;
- texColour.a *= maskColour.a;
- // Tint.
- fixed4 colour = _TintColor * texColour;
- #ifdef SOFTPARTICLES_ON
- // Scene depth.
- //float sceneZ = LinearEyeDepth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)).r);
- float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
- // Distance to the camera.
- float partZ = i.projPos.z;
- // Soft particles (soft factor).
- // "Comparing depth values of the particle with depth values of world geometry (in view space)." - Special Effects with Depth (Siggraph, 2011).
- // float softFactor = saturate((depthEye - zEye) * fade)
- // Inverse fade: 0.0f = off.
- float fade = saturate(_InvFade * (sceneZ - partZ));
- colour.a *= fade;
- #endif
- // Input colour.
- colour *= i.color * 2.0f;
- // Alpha test. Automatic cutoff inversion detection.
- // Could use an if-statement, but I think that's slower?
- float alphaCutoffSign = sign(_alphaCutoffThreshold);
- clip(alphaCutoffSign * ((!_textureBased ? colour.a : texColour.a) - _alphaCutoffThreshold * alphaCutoffSign));
- // Fog towards nothing.
- UNITY_APPLY_FOG(i.fogCoord, colour);
- return colour;
- }
- ENDCG
- }
- }
- }
- }
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