80 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			80 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
Shader "LayaAir3D/Particle/ShurikenParticle" {
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	Properties {
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		_MainTex("Particle Texture", 2D) = "white" {}
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		_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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		[HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.01
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		[HideInInspector] _Cull ("__cull", Float) = 0.0
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		[HideInInspector] _Mode ("__mode", Float) = 1.0
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		[HideInInspector] _SrcBlend ("__src", Float) = 5.0
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		[HideInInspector] _DstBlend ("__dst", Float) = 10.0
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		[HideInInspector] _ZWrite("__zw", Float) = 0.0
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		[HideInInspector] _ZTest("__zt", Float) = 4.0
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		[HideInInspector] _RenderQueue("__rq", Float) = 3000.0
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	}
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	SubShader {		
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		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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		Pass { 
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			Tags { "LightMode"="ForwardBase" }
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			Blend [_SrcBlend] [_DstBlend]
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			ColorMask RGB
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			Cull Off Lighting On ZWrite Off
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			CGPROGRAM
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			#pragma vertex vert
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			#pragma fragment frag
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			#pragma target 2.0
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			#pragma shader_feature ADDTIVEFOG
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			#pragma multi_compile_particles
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			#pragma multi_compile_fog
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			#include "UnityCG.cginc"
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			sampler2D _MainTex;
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			float4 _MainTex_ST;
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			float4 _TintColor;
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			struct appdata_t {
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				float4 vertex : POSITION;
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				float4 color : COLOR;
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				float2 texcoord : TEXCOORD0;
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			};
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			struct v2f {
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				float4 pos : SV_POSITION;
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				float4 color : COLOR;
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				float2 uv : TEXCOORD0;
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				UNITY_FOG_COORDS(1)
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			};
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			v2f vert (appdata_t v)
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			{
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				v2f o;
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				o.pos = UnityObjectToClipPos(v.vertex);
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				o.color = v.color;
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				o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
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				UNITY_TRANSFER_FOG(o,o.pos);
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				return o;
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			}
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			fixed4 frag (v2f i) : SV_Target
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			{
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				float4 color = 2.0 * i.color * tex2D(_MainTex, i.uv) * _TintColor;
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				#if ADDTIVEFOG
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					UNITY_APPLY_FOG_COLOR(i.fogCoord, color, fixed4(0, 0, 0, 0));
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				#else
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					UNITY_APPLY_FOG(i.fogCoord, color);
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				#endif
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				color = clamp(color, 0, 1);
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				return color;
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			}
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			ENDCG
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		}
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	} 
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	CustomEditor "LayaEffectGUI"
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}
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