上海虹口龙之梦项目
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

108 lines
2.9 KiB

11 months ago
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Azure[Sky]/BuiltIn/Particles/Multiply"
{
Properties
{
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend Zero SrcColor
Cull Off Lighting Off ZWrite Off
SubShader
{
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
// Azure[Sky] Start: Including the file that contains the methods and functions needed to apply the fog.
#include "Assets/Azure[Sky] Dynamic Skybox/Shaders/Transparent/AzureFogCore.cginc"
// Azure[Sky] End.
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
// Azure[Sky] Start: Adding the extra TEXCOORD to store the vertex world position.
float3 worldPos : TEXCOORD3;
// Azure[Sky] End.
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
// Azure[Sky] Start: Calculating the vertex world position and storing in the extra TEXCOORD.
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
// Azure[Sky] End.
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
half4 prev = i.color * tex2D(_MainTex, i.texcoord);
fixed4 col = lerp(half4(1,1,1,1), prev, prev.a);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1,1,1,1)); // fog towards white due to our blend mode
// Azure[Sky] Start: Applying the fog in the output color of the fragment shader.
col = ApplyAzureFog(col, i.worldPos, float4(1,1,1,1)); // fog towards white due to our blend mode
// Azure[Sky] End:
return col;
}
ENDCG
}
}
}
}