天津23维预案
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Shader "Fluvio/Particles/No GrabPass/Additive Lit" {
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
_Power ("Light Power", Range(0.0,5)) = 1
_WaveMod ("Wave Speed (XY) Wave Strength (ZW)", Vector) = (2, 6, .02, .025)
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_Cutoff ("Shadow Alpha cutoff", Range(0,1)) = 0.5
}
CGINCLUDE
#include "FluidParticleShader-Lighting.cginc"
#include "UnityCG.cginc"
uniform half4 _TintColor;
uniform sampler2D _BumpMap;
uniform half _Distort;
uniform half4 _WaveMod;
sampler2D _GrabTex;
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 l = half4(i.light.xyz, 0);
half4 screen = l + 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"}
Pass {
Cull Off
ZWrite Off
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
Tags {"LightMode"="Vertex"}
CGPROGRAM
#pragma vertex vertB
#pragma fragment fragB
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_particles
ENDCG
}
// Pass to render object as a shadow caster
Pass {
Name "Caster"
Tags { "LightMode" = "ShadowCaster" }
Offset 1, 1
Fog {Mode Off}
ZWrite On ZTest LEqual Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
};
v2f vert( appdata_base v )
{
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
uniform fixed _Cutoff;
float4 frag( v2f i ) : COLOR
{
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
Fallback "Fluvio/Mobile/Particles/Additive"
}