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120 lines
2.8 KiB
120 lines
2.8 KiB
2 years ago
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Shader "Fluvio/Particles/VertexLit Blended" {
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Properties {
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_TintColor("Tint Color", Color) = (1, 1, 1, 1)
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_Intensity ("Intensity", Float) = 2.2
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_BumpMap ("Distort (in RG channels)", 2D) = "blue" {}
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_Distort ("Distort", Float) = 0.1
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_Power ("Light Power", Range(0.0,5)) = 1
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_WaveMod ("Wave Speed (XY) Wave Strength (ZW)", Vector) = (2, 6, .02, .025)
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_Cutoff ("Shadow Alpha cutoff", Range(0,1)) = 0.5
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}
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CGINCLUDE
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#include "FluidParticleShader-Lighting.cginc"
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#include "UnityCG.cginc"
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uniform half4 _TintColor;
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uniform half _Intensity;
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uniform sampler2D _BumpMap;
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uniform half _Distort;
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uniform half4 _WaveMod;
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sampler2D _GrabTex;
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half4 fragB ( v2fB 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.uvScreen))));
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float partZ = i.uvScreen.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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#endif
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half4 off = half4(sin(_Time.y * _WaveMod.x) * _WaveMod.z, cos(_Time.y * _WaveMod.y) * _WaveMod.w, 0.5, 0.5);
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half4 normal = tex2D (_BumpMap, i.uv) - off - 0.5;
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i.uvScreen.xy += normal.xy * _Distort;
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half4 mainTex = tex2D (_MainTex, i.uv);
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half4 tint = mainTex * _TintColor;
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half3 tex = (tex2Dproj(_GrabTex, UNITY_PROJ_COORD (i.uvScreen)) * (1 - tint.a)) + (tint * (tint.a * i.color * i.light * _Intensity));
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half4 screen = half4(tex.xyz, mainTex.a * i.color.a);
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#ifdef SOFTPARTICLES_ON
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screen.a *= fade;
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#endif
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return screen;
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}
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ENDCG
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SubShader {
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Tags {"Queue"="Transparent+100" "RenderType"="Transparent"}
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// Pass to render object as a shadow caster
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Pass {
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Name "Caster"
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Tags { "LightMode" = "ShadowCaster" }
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Offset 1, 1
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Fog {Mode Off}
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ZWrite On ZTest LEqual Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct v2f {
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1;
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};
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v2f vert( appdata_base v )
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{
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v2f o;
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TRANSFER_SHADOW_CASTER(o)
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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uniform fixed _Cutoff;
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float4 frag( v2f i ) : COLOR
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{
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fixed4 texcol = tex2D( _MainTex, i.uv );
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clip( texcol.a - _Cutoff );
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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GrabPass { "_GrabTex" }
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Pass {
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Cull Off
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ZWrite Off
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ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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Tags {"LightMode"="Vertex"}
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CGPROGRAM
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#pragma vertex vertB
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#pragma fragment fragB
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_particles
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ENDCG
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}
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}
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Fallback "Fluvio/Particles/No GrabPass/VertexLit Blended"
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}
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