sk-client/Assets/Art/EffectsOld/x1_shaders/YXZ_Particle_Dissolve add.s...

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// Unlit alpha-blended shader.
// - no lighting
// - no lightmap support
// - no per-material color
Shader "YXZ/Effect/Dissolve add" {
Properties {
_MainTex ("颜色贴图", 2D) = "white" {}
_DissolveSrc ("溶解贴图", 2D) = "white" {}
_Tile("溶解纹理大小", float) = 1
_DissColor ("溶解颜色", Color) = (1,1,1,1)
_Amount ("溶解度", Range (0, 1)) = 0
_Width("宽度",range(0,1)) = 0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
// LOD 100
ZWrite Off
Blend SrcAlpha One
cull off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#pragma multi_compile_particles
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
sampler2D _DissolveSrc;
fixed4 _DissColor;
fixed _Amount;
fixed _Width;
fixed _Tile;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
fixed DissolveSrc = UNITY_SAMPLE_1CHANNEL(_DissolveSrc,i.texcoord/_Tile);
fixed Amount = saturate(DissolveSrc - ((1 - _Amount) * 4-2) * (i.color.a * 4-2) );
fixed4 Amount1 = Amount > _Width? fixed4(0,0,0,0) : (1 - Amount/_Width) * _DissColor;
col = col - Amount1;
//
// Amount = Amount > 0 ? 1 : 0;
// col.a *= Amount1;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}