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- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
- Shader "Particles/Anim Additive" {
- Properties {
- _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
- _MainTex ("Particle Texture", 2D) = "white" {}
- _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
- }
- Category {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
- Blend SrcAlpha One
- 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;
- float4 texcoords : TEXCOORD0;
- float texcoordBlend : TEXCOORD1;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 texcoord2 : TEXCOORD1;
- fixed blend : TEXCOORD2;
- UNITY_FOG_COORDS(3)
- #ifdef SOFTPARTICLES_ON
- float4 projPos : TEXCOORD4;
- #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 * _TintColor;
- o.texcoord = TRANSFORM_TEX(v.texcoords.xy,_MainTex);
- o.texcoord2 = TRANSFORM_TEX(v.texcoords.zw,_MainTex);
- o.blend = v.texcoordBlend;
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
- float _InvFade;
- 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
- fixed4 colA = tex2D(_MainTex, i.texcoord);
- fixed4 colB = tex2D(_MainTex, i.texcoord2);
- fixed4 col = 2.0f * i.color * lerp(colA, colB, i.blend);
-
- //UNITY_APPLY_FOG(i.fogCoord, col);
- 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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