// 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 } } } }