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118 lines
2.9 KiB
118 lines
2.9 KiB
Shader "Fluvio/Particles/No GrabPass/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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_GrabTex ("Refraction Texture", 2D) = "black" {} |
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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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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/Mobile/Particles/Multiply" |
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}
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