128 lines
2.8 KiB
Plaintext
128 lines
2.8 KiB
Plaintext
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "cgwell/Additive"
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{
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Properties
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{
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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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//[MaterialToggle(BILLBOARD)]Billboard("Billboard",Float) =0
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[HideInInspector]_Center ("Center",Vector) = (0,0,0,1)
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[HideInInspector]_Scale ("Scale",Vector) = (1,1,1,1)
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[HideInInspector]_Normal ("Normal",Vector) = (0,0,1,0)
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}
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Category
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha One
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Cull Off Lighting Off ZWrite Off Fog { Mode Off}
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SubShader
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{
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Pass
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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 fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile MIRROR_OFF MIRROR_ON
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#pragma multi_compile SCALE_OFF SCALE_ON
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#pragma multi_compile MESH BILLBOARD
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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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{
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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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{
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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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};
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float4 _MainTex_ST;
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float4 _Center;
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float4 _Scale;
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float4 _Normal;
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uniform float4x4 _Camera2World;
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v2f vert (appdata_t v)
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{
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v2f o;
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#if SCALE_ON
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float4 worldpos;
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#if BILLBOARD
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worldpos = mul(_Camera2World,v.vertex);
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#else //BILLBOARD
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worldpos = mul(unity_ObjectToWorld,v.vertex);
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#endif //BILLBOARD
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#if MIRROR_ON
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float3 srcDir = _Center.xyz - worldpos.xyz;
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float3 refDir = reflect(srcDir,_Normal.xyz);
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refDir.y = -srcDir.y;
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worldpos.xyz = refDir *_Scale.xyz + _Center.xyz;
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#else //MIRROR_ON
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worldpos.xyz = (worldpos.xyz-_Center.xyz)*_Scale.xyz + _Center.xyz;
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#endif //MIRROR_ON
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o.vertex = mul(UNITY_MATRIX_VP, worldpos);
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#else //SCALE_ON
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o.vertex = UnityObjectToClipPos(v.vertex);
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#endif //SCALE_ON
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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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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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}
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