miduo_client/Assets/ManagedResources/PublicArtRes/Shaders/Particle_Add_ImageSequence....

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// 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
}
}
}
}