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

88 lines
1.9 KiB
Plaintext

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Particle_AlphaBlend" {
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 OneMinusSrcAlpha
AlphaTest Greater .01
ColorMask RGB
Cull Off
Lighting Off
ZWrite Off
ZTest On
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_particles
//#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
// UNITY_FOG_COORDS(1)
//#ifdef SOFTPARTICLES_ON
// float4 projPos : TEXCOORD2;
//#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);
//UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
//sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag(v2f i) : SV_Target
{
//#ifdef SOFTPARTICLES_ON
// float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
// float partZ = i.projPos.z;
// float fade = saturate(_InvFade * (sceneZ - partZ));
// i.color.a *= fade;
//#endif
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
//UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
}