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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- // CartoonFX 3 Shader
- // (c) 2013, Jean Moreno
- Shader "Cartoon FX/Particle Multiply Colored"
- {
- Properties
- {
- _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
- _MainTex ("Particle Texture (alpha)", 2D) = "white" {}
- _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
- }
-
- Category
- {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- Blend DstColor Zero
- AlphaTest Greater .01
- ColorMask RGB
- Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
- BindChannels
- {
- Bind "Color", color
- Bind "Vertex", vertex
- Bind "TexCoord", texcoord
- }
-
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_particles
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _TintColor;
- sampler2D _CameraDepthTexture;
- float _InvFade;
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- #ifdef SOFTPARTICLES_ON
- float4 projPos : TEXCOORD1;
- #endif
- };
-
- 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);
- return o;
- }
-
- fixed4 frag (v2f i) : COLOR
- {
- #ifdef SOFTPARTICLES_ON
- float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
- float partZ = i.projPos.z;
- float fade = saturate (_InvFade * (sceneZ-partZ));
- i.color.a *= fade;
- #endif
-
- fixed4 tex = tex2D(_MainTex, i.texcoord);
- // tex.rgb *= i.color.rgb * _TintColor.rgb * 2.0f;
- // tex = lerp(tex, fixed4(0.5,0.5,0.5,0.5), 1-tex * i.color.a);
-
- return lerp(fixed4(1,1,1,1), _TintColor * i.color, tex * i.color.a);
-
- // return 2.0f * i.color * _TintColor * lerp(fixed4(0,0,0,0), fixed4(1,1,1,1), tex2D(_MainTex, i.texcoord).a * i.color.a);
- }
- ENDCG
- }
- }
- }
- }
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