118 lines
2.4 KiB
Plaintext
118 lines
2.4 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unlit/Particle_Additive" {
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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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_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" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Blend SrcAlpha One
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AlphaTest Greater .01
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ColorMask RGB
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest On
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Fog{ Color(0,0,0,0) }
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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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////{
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//// Pass
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//// {
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//// SetTexture[_MainTex]
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//// {
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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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//// {
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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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////{
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//// Pass
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//// {
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//// SetTexture[_MainTex]
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//// {
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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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} |