Shader "Fluvio/Particles/No GrabPass/Additive" { Properties { _TintColor("Tint Color", Color) = (1, 1, 1, 1) _MainTex ("Base (RGB)", 2D) = "gray" {} _BumpMap ("Distort (in RG channels)", 2D) = "blue" {} _GrabTex ("Refraction Texture", 2D) = "gray" {} _Distort ("Distort", Float) = 0.1 _WaveMod ("Wave Speed (XY) Wave Strength (ZW)", Vector) = (2, 6, .02, .025) _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } CGINCLUDE #include "FluidParticleShader.cginc" #include "UnityCG.cginc" half4 _TintColor; sampler2D _GrabTex; sampler2D _BumpMap; uniform half _Distort; uniform half4 _WaveMod; half4 fragB ( v2fB i ) : COLOR { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.uvScreen)))); float partZ = i.uvScreen.z; float fade = saturate (_InvFade * (sceneZ-partZ)); #endif half4 off = half4(sin(_Time.y * _WaveMod.x) * _WaveMod.z, cos(_Time.y * _WaveMod.y) * _WaveMod.w, 0.5, 0.5); half4 normal = tex2D (_BumpMap, i.uv) - off - 0.5; i.uvScreen.xy += normal.xy * _Distort; half4 mainTex = tex2D (_MainTex, i.uv); half4 tint = mainTex * _TintColor; half4 screen = tex2Dproj (_GrabTex, UNITY_PROJ_COORD (i.uvScreen)) + (tint * i.color * tint.a); screen.a = mainTex.a * i.color.a; #ifdef SOFTPARTICLES_ON screen.a *= fade; #endif return screen; } ENDCG SubShader { Tags {"Queue"="Transparent+100" "RenderType"="Transparent"} Cull Off ZWrite Off ZTest LEqual Blend SrcAlpha OneMinusSrcAlpha Pass { Tags {"LightMode"="Vertex"} CGPROGRAM #pragma vertex vertB #pragma fragment fragB #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles ENDCG } } Fallback "Fluvio/Mobile/Particles/Additive" }