101 lines
2.4 KiB
Plaintext
101 lines
2.4 KiB
Plaintext
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// Unlit alpha-blended shader.
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// - no lighting
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// - no lightmap support
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// - no per-material color
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Shader "YXZ/Effect/Dissolve alpha" {
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Properties {
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_MainTex ("颜色贴图", 2D) = "white" {}
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_DissolveSrc ("溶解贴图", 2D) = "white" {}
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_Tile("溶解纹理大小", float) = 1
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_DissColor ("溶解颜色", Color) = (1,1,1,1)
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_Amount ("溶解度", Range (0, 1)) = 0.5
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_Width("宽度",range(0,1)) = 0.5
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_Alpha("透明度",range(0,1)) = 1
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[KeywordEnum(OFF,ON)]_CA_SoftParticles("No soft particles", Float) = 0
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_InvFade ("Soft Particles Factor", Range(0.01,5.0)) = 5.0
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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// LOD 100
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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cull off
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_fog
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#pragma multi_compile_particles
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#pragma multi_compile _CA_SOFTPARTICLES_OFF _CA_SOFTPARTICLES_ON
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#include "UnityCG.cginc"
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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#include "ca_softparticles.cginc"
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//CA_DECLARE_SOFTPARTICLES
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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CA_SOFTPARTICLES_COORDS(2)
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color;
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UNITY_TRANSFER_FOG(o,o.vertex);
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CA_TRANSFER_SOFTPARTICLES(o, o.vertex);
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return o;
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}
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sampler2D _DissolveSrc;
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fixed4 _DissColor;
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fixed _Amount;
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fixed _Width;
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fixed _Tile;
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fixed _Alpha;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
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fixed DissolveSrc = UNITY_SAMPLE_1CHANNEL(_DissolveSrc,i.texcoord/_Tile);
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fixed Amount = saturate(DissolveSrc - ((1 - _Amount) * 4-2) * (i.color.a * 4-2));
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col.rgb = col.rgb ;
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CA_SOFTPARTICLES_FADE(i, col.a);
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//CA_SOFTPARTICLES_FADE(i, col.a);
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//col.a *= Amount/_Width ;
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//col.a *= _Alpha;
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col.a = saturate(col.a * (Amount / _Width) * _Alpha);
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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