93 lines
2.6 KiB
Plaintext
93 lines
2.6 KiB
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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// Simplified Alpha Blended Particle shader. Differences from regular Alpha Blended Particle one:
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// - no Tint color
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// - no Smooth particle support
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// - no AlphaTest
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// - no ColorMask
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Shader "UI Particles/FangdaAdd" {
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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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_Lin ("Lin", 2D) = "white" {}
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_MainColor ("MainColor", Color) = (1,1,1,1)
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_Num ("Num", Float ) = 3
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_Speed ("Speed", Float ) = 1
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_Stencil ("Stencil ID", Float) = 0
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha One
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Cull Off Lighting Off ZWrite Off
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Fog { Mode Off}
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SubShader {
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Pass {
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Stencil {
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Ref [_Stencil]
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Comp equal
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Pass keep
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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uniform float4 _TimeEditor;
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uniform sampler2D _Lin; uniform float4 _Lin_ST;
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uniform fixed _Num;
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uniform fixed _Speed;
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uniform fixed4 _MainColor;
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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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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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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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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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.texcoord, _MainTex));
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fixed4 node_7931 = _Time + _TimeEditor;
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fixed2 node_6369 = float2(i.texcoord.r,((i.texcoord.g*_Num)+(node_7931.g*_Speed)));
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fixed4 _Lin_var = tex2D(_Lin,TRANSFORM_TEX(node_6369, _Lin));
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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);
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float3 finalColor = emissive;
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fixed4 finalRGBA = fixed4(finalColor,1);
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return finalRGBA;
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}
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ENDCG
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}
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}
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}
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}
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