2021-06-02 21:07:02 +08:00
										 
									 
								 
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								// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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								Shader "CGwell FX/Add Lv4_1" {
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								Properties {
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									_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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									_MainTex ("Particle Texture (A = Transparency)", 2D) = "white" {}
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									_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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								}
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								Category {
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									Tags { "Queue"="Transparent+3000" "IgnoreProjector"="True" "RenderType"="Transparent" }
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									Blend SrcAlpha One
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									AlphaTest Greater .01
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									ColorMask RGB
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									Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
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									BindChannels {
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										Bind "Color", color
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										Bind "Vertex", vertex
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										Bind "TexCoord", texcoord
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									}
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									// ---- Fragment program cards
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									SubShader {
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											2021-06-02 21:29:26 +08:00
										 
									 
								 
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									    Stencil{
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											Ref 1
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											Comp equal
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										    }
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											2021-06-02 21:07:02 +08:00
										 
									 
								 
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										Pass {
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											CGPROGRAM
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											#pragma vertex vert
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											#pragma fragment frag
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											#pragma fragmentoption ARB_precision_hint_fastest
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											#pragma multi_compile_particles
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											#include "UnityCG.cginc"
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											sampler2D _MainTex;
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											fixed4 _TintColor;
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											struct appdata_t {
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												float4 vertex : POSITION;
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												fixed4 color : COLOR;
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												float2 texcoord : TEXCOORD0;
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											};
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											struct v2f {
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												float4 vertex : POSITION;
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												fixed4 color : COLOR;
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												float2 texcoord : TEXCOORD0;
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												#ifdef SOFTPARTICLES_ON
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												float4 projPos : TEXCOORD1;
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												#endif
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											};
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											float4 _MainTex_ST;
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											v2f vert (appdata_t v)
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											{
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												v2f o;
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												o.vertex = UnityObjectToClipPos(v.vertex);
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												#ifdef SOFTPARTICLES_ON
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												o.projPos = ComputeScreenPos (o.vertex);
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												COMPUTE_EYEDEPTH(o.projPos.z);
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												#endif
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												o.color = v.color;
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												o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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												return o;
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											}
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											sampler2D _CameraDepthTexture;
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											float _InvFade;
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											fixed4 frag (v2f i) : COLOR
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											{
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												#ifdef SOFTPARTICLES_ON
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												float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
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												float partZ = i.projPos.z;
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												float fade = saturate (_InvFade * (sceneZ-partZ));
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												i.color.a *= fade;
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												#endif
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												return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
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											}
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											ENDCG 
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										}
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									} 	
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									// ---- Dual texture cards
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									SubShader {
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										Pass {
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											SetTexture [_MainTex] {
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												constantColor [_TintColor]
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												combine constant * primary
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											}
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											SetTexture [_MainTex] {
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												combine texture * previous DOUBLE
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											}
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										}
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									}
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									// ---- Single texture cards (does not do color tint)
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									SubShader {
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										Pass {
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											SetTexture [_MainTex] {
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												combine texture * primary
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											}
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										}
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									}
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								}
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								}
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