132 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			132 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Plaintext
		
	
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "YXZ/Effect/Mix Masking(Without Moving)_alphablend_1" {
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    Properties {
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      [KeywordEnum(AlphaBlend, LightBlend1, LightBlend2, LightBlend3, ColorAdd)] _EffectEnum("Effect select", int) = 0
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      [Toggle(_SOFTBEVEL_ON)] _SoftBevel("淡化斜面", int) = 0
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      _BevelRange("淡化斜面限制(x,y,z)", Vector) = (0, 1, 0.5, 0)
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      _MainTex ("MainTex", 2D) = "white" {}
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        _NoiseTex ("NoiseTex", 2D) = "white" {}
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        _TintColor ("TintColor", Color) = (1,1,1,1)
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        _Exposure ("Exposure", Range(1,10)) = 1
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        _SpeedX ("SpeedX", Float) = 10.0
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        _SpeedY ("SpeedY", Float) = 0
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        [KeywordEnum(OFF,ON)]_CA_SoftParticles("No soft particles", Float) = 0
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        _InvFade ("Soft Particles Factor", Range(0.01,5.0)) = 5.0
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    }
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	CGINCLUDE
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		#include "UnityCG.cginc"
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		UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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		float _InvFade;
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		#include "ca_softparticles.cginc"
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		sampler2D _MainTex;
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		sampler2D _NoiseTex;
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		half4 _MainTex_ST;
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		half4 _NoiseTex_ST;
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		float _Exposure;
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    half4 _BevelRange;
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		fixed4 _TintColor;
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		float _SpeedX;
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		float _SpeedY;
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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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        float3 normal : NORMAL;
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    };
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		struct v2f {
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			half4 pos : SV_POSITION;
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			half4 uv : TEXCOORD0;
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			fixed4 color : COLOR;
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      CA_SOFTPARTICLES_COORDS(1)
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#ifdef _SOFTBEVEL_ON
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        fixed3 worldPos : TEXCOORD2;
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      fixed3 worldNormal : TEXCOORD3;
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#endif
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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.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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			o.uv.zw = TRANSFORM_TEX(v.texcoord, _NoiseTex);
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			o.color = v.color;
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      CA_TRANSFER_SOFTPARTICLES(o, o.pos);
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#ifdef _SOFTBEVEL_ON
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      o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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      o.worldNormal = UnityObjectToWorldNormal(v.normal);
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#endif
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      return o;
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		}
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		fixed4 frag( v2f i ) : COLOR
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		{
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			float4 sp = _Time;
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			float2 delta;
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			delta.x = sp.x * _SpeedX;
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			delta.y = sp.x * _SpeedY; // = float2(sp.x * 10.0, sp.x * 0.0); ////----
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			float4 col = tex2D (_MainTex, i.uv.xy + delta) * tex2D (_NoiseTex, i.uv.zw) * _TintColor * _Exposure * i.color;
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#ifdef _SOFTBEVEL_ON
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      half3 worldViewDir = normalize(_WorldSpaceCameraPos.xyz  - i.worldPos);
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      half3 worldNormal = normalize(i.worldNormal);
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      half fade = abs(dot(worldViewDir, worldNormal));
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      col.a = saturate(col.a + lerp(_BevelRange.x, _BevelRange.y, pow(fade, _BevelRange.z)) - 1);
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#else
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      col.a = saturate(col.a);
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#endif
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      CA_SOFTPARTICLES_FADE(i, col.a);
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#include "blend.cginc"
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      return col;
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		}
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	ENDCG
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	SubShader {
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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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		Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" "Reflection" = "LaserScope" "Queue" = "Transparent"}
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		Cull Off
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		ZWrite Off
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		//Blend SrcAlpha OneMinusSrcAlpha
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    Blend One SrcAlpha
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		ColorMask RGB
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        //Fog { Color (0,0,0,0) }
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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 multi_compile _CA_SOFTPARTICLES_OFF _CA_SOFTPARTICLES_ON
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#pragma multi_compile _EFFECTENUM_ALPHABLEND _EFFECTENUM_COLORADD _EFFECTENUM_LIGHTBLEND1 _EFFECTENUM_LIGHTBLEND2 _EFFECTENUM_LIGHTBLEND3
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#pragma multi_compile __ _SOFTBEVEL_ON
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    //		#pragma fragmentoption ARB_precision_hint_fastest
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		ENDCG
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		}
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	}
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	FallBack Off
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}
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