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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "GAPH Custom Shader/Integrated Particle/Integrated Particle (ValueControl)"{
- Properties{
- [HDR]_TintColor("Tint Color",Color) = (0.5,0.5,0.5,0.5)
- _AllColorFactor("All Color Factor",float) = 1.0
- _ColorRedFactor("Color Red Factor", float) = 1.0
- _ColorGreenFactor("Color Green Factor", float) = 1.0
- _ColorBlueFactor("Color Blue Factor",float) = 1.0
- _MainTex("Particle Texture", 2D) = "white" {}
- [Enum(UnityEngine.Rendering.BlendMode)]_BlendSrc ("BlendSrc", float) = 1
- [Enum(UnityEngine.Rendering.BlendMode)]_BlendDst ("BlendDst", float) = 1
- _InvFade("Soft Particle Factor", Range(0.01,3.0)) = 1.0
- }
- Category{
- Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
- Blend [_BlendSrc] [_BlendDst]
- ColorMask RGB
- Cull Off
- Lighting Off
- ZWrite Off
- SubShader {
- Pass{
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma multi_compile_particles
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- fixed4 _TintColor;
-
- float _AllColorFactor;
- float _ColorRedFactor;
- float _ColorGreenFactor;
- float _ColorBlueFactor;
- struct appdata_t {
- half4 vertex : POSITION;
- half4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- };
- struct v2f {
- half4 vertex : SV_POSITION;
- half4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- #ifdef SOFTPARTICLES_ON
- half4 projPos : TEXCOORD2;
- #endif
- };
- float4 _MainTex_ST;
- v2f vert(appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
-
- #ifdef SOFTPARTICLES_ON
- o.projPos = ComputeScreenPos(o.vertex);
- COMPUTE_EYEDEPTH(o.projPos.z);
- #endif
- o.color = v.color;
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- UNITY_TRANSFER_FOG(o, o.vertex);
- return o;
- }
-
- sampler2D _CameraDepthTexture;
- half _InvFade;
- half4 frag(v2f i ) : SV_Target
- {
- #ifdef SOFTPARTICLES_ON
- half sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD(i.projPos))));
- half partZ = i.projPos.z;
- half fade = saturate(_InvFade * (sceneZ - partZ));
- i.color.a *= fade;
- #endif
- half4 tex = tex2D(_MainTex,i.texcoord);
- tex = float4( //Compose each color data using color factors
- (tex.r) * _ColorRedFactor * 0.75f,
- (tex.g) * _ColorGreenFactor * 0.75f,
- (tex.b) * _ColorBlueFactor* 0.75f, tex.a);
- half4 res = _AllColorFactor * i.color * _TintColor * tex; //Merge all factor
- UNITY_APPLY_FOG_COLOR(i.fogCoord, res, half4(0,0,0,0));
- return res;
- }
- ENDCG
- }
- }
- }
- }
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