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114 lines
3.2 KiB
114 lines
3.2 KiB
// 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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} |