109 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			109 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Plaintext
		
	
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "CGwell FX/Alpha Blend Lv4" {
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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", 2D) = "white" {}
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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+800" "IgnoreProjector"="True" "RenderType"="Transparent" }
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	Blend SrcAlpha OneMinusSrcAlpha
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	AlphaTest Greater .01
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	ColorMask RGB
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	Cull Off Lighting Off ZWrite Off
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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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		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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