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108 lines
2.3 KiB
108 lines
2.3 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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// WarFX Shader |
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// (c) 2015 Jean Moreno |
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Shader "WFX/Additive Alpha8" { |
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Properties { |
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) |
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_MainTex ("Particle Texture (alpha)", 2D) = "white" {} |
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 |
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} |
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Category { |
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } |
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Blend One One |
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Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } |
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BindChannels { |
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Bind "Color", color |
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Bind "Vertex", vertex |
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Bind "TexCoord", texcoord |
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} |
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// ---- Fragment program cards |
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SubShader { |
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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 fragmentoption ARB_precision_hint_fastest |
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#pragma multi_compile_particles |
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#include "UnityCG.cginc" |
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sampler2D _MainTex; |
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fixed4 _TintColor; |
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struct appdata_t { |
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float4 vertex : POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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}; |
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struct v2f { |
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float4 vertex : POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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#ifdef SOFTPARTICLES_ON |
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float4 projPos : TEXCOORD1; |
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#endif |
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}; |
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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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#ifdef SOFTPARTICLES_ON |
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o.projPos = ComputeScreenPos (o.vertex); |
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COMPUTE_EYEDEPTH(o.projPos.z); |
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#endif |
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o.color = v.color; |
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); |
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return o; |
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} |
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sampler2D _CameraDepthTexture; |
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float _InvFade; |
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fixed4 frag (v2f i) : COLOR |
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{ |
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#ifdef SOFTPARTICLES_ON |
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float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); |
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float partZ = i.projPos.z; |
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float fade = saturate (_InvFade * (sceneZ-partZ)); |
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i.color.a *= fade; |
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#endif |
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return 2.0 * i.color * _TintColor * (tex2D(_MainTex, i.texcoord).a * i.color.a * 2.0); |
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} |
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ENDCG |
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} |
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} |
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// ---- Dual texture cards |
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SubShader { |
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Pass { |
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SetTexture [_MainTex] { |
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constantColor [_TintColor] |
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combine constant * primary |
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} |
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SetTexture [_MainTex] { |
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combine texture alpha * previous DOUBLE |
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} |
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} |
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} |
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// ---- Single texture cards (does not do color tint) |
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SubShader { |
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Pass { |
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SetTexture [_MainTex] { |
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combine texture alpha * primary |
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} |
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} |
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} |
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} |
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}
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