miduo_client/Assets/ManagedResources/PublicArtRes/Shaders/Particle_Additive.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Particle_Additive" {
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
}
Category{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha One
AlphaTest Greater .01
ColorMask RGB
Cull Off
Lighting Off
ZWrite Off
ZTest On
Fog{ Color(0,0,0,0) }
BindChannels{
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}
// ---- Fragment program cards
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
//#ifdef SOFTPARTICLES_ON
// float4 projPos : TEXCOORD1;
//#endif
};
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//#ifdef SOFTPARTICLES_ON
// o.projPos = ComputeScreenPos(o.vertex);
// COMPUTE_EYEDEPTH(o.projPos.z);
//#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
sampler2D _CameraDepthTexture;
float _InvFade;
fixed4 frag(v2f i) : COLOR
{
//#ifdef SOFTPARTICLES_ON
// float sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
// float partZ = i.projPos.z;
// float fade = saturate(_InvFade * (sceneZ - partZ));
// i.color.a *= fade;
//#endif
return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
}
ENDCG
}
}
////// ---- Dual texture cards
////SubShader
////{
//// Pass
//// {
//// SetTexture[_MainTex]
//// {
//// constantColor[_TintColor]
//// combine constant * primary
//// }
//// SetTexture[_MainTex]
//// {
//// combine texture * previous DOUBLE
//// }
//// }
////}
////// ---- Single texture cards (does not do color tint)
////SubShader
////{
//// Pass
//// {
//// SetTexture[_MainTex]
//// {
//// combine texture * primary
//// }
//// }
////}
}
}