sk-client/Assets/Art/EffectsOld/x1_shaders/ca_softparticles.cginc

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2024-07-03 18:38:10 +08:00
// <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>
// Shader<65><72>Material Keyword<72><64><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:
// 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
// 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
//#define _CA_SOFTPARTICLES_OFF
#if defined(_CA_SOFTPARTICLES_OFF)
# define CA_SOFTPARTICLES_COORDS(N)
# define CA_TRANSFER_SOFTPARTICLES(O, VERTEX)
# define CA_SOFTPARTICLES_FADE(I, A)
#else
# define CA_SOFTPARTICLES_COORDS(N) float4 projPos : TEXCOORD##N;
# define CA_TRANSFER_SOFTPARTICLES(O, VERTEX) O.projPos = ComputeScreenPos(VERTEX); COMPUTE_EYEDEPTH(O.projPos.z);
# define CA_SOFTPARTICLES_FADE(I, A) A *= ComputeSoftParticlesFade(I.projPos)
#endif
#define CA_DECLARE_SOFTPARTICLES UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float _InvFade;
//UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
//float _InvFade;
half ComputeSoftParticlesFade(float4 projPos)
{
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(projPos)));
float partZ = projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
// <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>
// <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
return fade * (1 - unity_OrthoParams.w);
}