32 lines
1.3 KiB
Plaintext
32 lines
1.3 KiB
Plaintext
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// <20><><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD>꣬ʹ<EAA3AC><CAB9>_CA_SOFTPARTICLES_OFF<46><46><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9>_CA_SOFTPARTICLES_ON<4F><4E><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Shader<65><72>Material Keyword<72><64><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:
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// 1.<2E><><EFBFBD><EFBFBD>Material<61><6C>û<EFBFBD>ж<EFBFBD><D0B6><EFBFBD>Keyword<72><64><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><CDA8>Shader<65><72>Enable/Disable
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// 2.<2E><><EFBFBD><EFBFBD>Material<61>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD>Keyword<72><64><EFBFBD><EFBFBD>ͨ<EFBFBD><CDA8>Shader<65><72>Enable/Disable<6C><65>Ч
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//#define _CA_SOFTPARTICLES_OFF
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#if defined(_CA_SOFTPARTICLES_OFF)
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# define CA_SOFTPARTICLES_COORDS(N)
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# define CA_TRANSFER_SOFTPARTICLES(O, VERTEX)
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# define CA_SOFTPARTICLES_FADE(I, A)
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#else
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# define CA_SOFTPARTICLES_COORDS(N) float4 projPos : TEXCOORD##N;
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# define CA_TRANSFER_SOFTPARTICLES(O, VERTEX) O.projPos = ComputeScreenPos(VERTEX); COMPUTE_EYEDEPTH(O.projPos.z);
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# define CA_SOFTPARTICLES_FADE(I, A) A *= ComputeSoftParticlesFade(I.projPos)
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#endif
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#define CA_DECLARE_SOFTPARTICLES UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float _InvFade;
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//UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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//float _InvFade;
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half ComputeSoftParticlesFade(float4 projPos)
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{
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(projPos)));
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float partZ = projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֹUI<55><49><EFBFBD><EFBFBD><DEB7><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳ<EFBFBD><D2B2><EFBFBD>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӻ<EFBFBD>
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫע<D2AA>⣬<EFBFBD><E2A3AC><EFBFBD><EFBFBD><EFBFBD><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܻ<EFBFBD><DCBB><EFBFBD><DEB7><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч
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return fade * (1 - unity_OrthoParams.w);
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}
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