miduo_client/Assets/ManagedResources/PublicArtRes/Shaders/UI-Particle-FangdaAdd.shader

93 lines
2.6 KiB
Plaintext

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Simplified Alpha Blended Particle shader. Differences from regular Alpha Blended Particle one:
// - no Tint color
// - no Smooth particle support
// - no AlphaTest
// - no ColorMask
Shader "UI Particles/FangdaAdd" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_Lin ("Lin", 2D) = "white" {}
_MainColor ("MainColor", Color) = (1,1,1,1)
_Num ("Num", Float ) = 3
_Speed ("Speed", Float ) = 1
_Stencil ("Stencil ID", Float) = 0
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha One
Cull Off Lighting Off ZWrite Off
Fog { Mode Off}
SubShader {
Pass {
Stencil {
Ref [_Stencil]
Comp equal
Pass keep
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
uniform float4 _TimeEditor;
uniform sampler2D _Lin; uniform float4 _Lin_ST;
uniform fixed _Num;
uniform fixed _Speed;
uniform fixed4 _MainColor;
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_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.texcoord, _MainTex));
fixed4 node_7931 = _Time + _TimeEditor;
fixed2 node_6369 = float2(i.texcoord.r,((i.texcoord.g*_Num)+(node_7931.g*_Speed)));
fixed4 _Lin_var = tex2D(_Lin,TRANSFORM_TEX(node_6369, _Lin));
float3 emissive = (((_MainColor.rgb*_MainTex_var.rgb*_MainColor.a*_MainTex_var.a)+(_Lin_var.rgb*_Lin_var.a*_TintColor.rgb*_TintColor.a*(_MainTex_var.a*2.0*_MainTex_var.r)))*i.color.rgb*i.color.a);
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,1);
return finalRGBA;
}
ENDCG
}
}
}
}