// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Particles/Additive ImageSequence" { 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 _Speed("播放速度",Float)=30 _SizeX ("列数", Float) = 12 _SizeY ("行数",Float)=1 } 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" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; 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 UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _TintColor; fixed _Speed; fixed _SizeX; fixed _SizeY; float2 AnimationUV(float2 uv){ fixed index = floor(_Time .y * _Speed); fixed indexY = floor(index/_SizeX); fixed indexX = index - indexY*_SizeX; float2 uv00 = float2(uv.x / _SizeX,uv.y / _SizeY); return float2(uv00.x + indexX / _SizeX, uv00.y + indexY / _SizeY ); } 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; float2 mainuv = TRANSFORM_TEX(v.texcoord,_MainTex); o.texcoord = AnimationUV(mainuv); 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 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode return col; } ENDCG } } } }