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114 lines
3.2 KiB
114 lines
3.2 KiB
11 months ago
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Azure[Sky]/BuiltIn/Particles/Additive"
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{
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Properties
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{
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 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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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha One
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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SubShader
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{
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Pass
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{
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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_particles
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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// Azure[Sky] Start: Including the file that contains the methods and functions needed to apply the fog.
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#include "Assets/Azure[Sky] Dynamic Skybox/Shaders/Transparent/AzureFogCore.cginc"
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// Azure[Sky] End.
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sampler2D _MainTex;
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fixed4 _TintColor;
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struct appdata_t
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{
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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// Azure[Sky] Start: Adding the extra TEXCOORD to store the vertex world position.
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float3 worldPos : TEXCOORD3;
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// Azure[Sky] End.
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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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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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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// Azure[Sky] Start: Calculating the vertex world position and storing in the extra TEXCOORD.
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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// Azure[Sky] End.
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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fixed4 frag (v2f i) : SV_Target
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_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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fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
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col.a = saturate(col.a); // alpha should not have double-brightness applied to it, but we can't fix that legacy behaior without breaking everyone's effects, so instead clamp the output to get sensible HDR behavior (case 967476)
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
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// Azure[Sky] Start: Applying the fog in the output color of the fragment shader.
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col = ApplyAzureFog(col, i.worldPos, float4(0,0,0,0)); // fog towards black due to our blend mode
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// Azure[Sky] End:
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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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}
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