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May 1st, 2017
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  1. // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
  2.  
  3. Shader "Particles/Additive Intensify" {
  4. Properties{
  5. _TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
  6. _MainTex("Particle Texture", 2D) = "white" {}
  7. _InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
  8. _Glow("Intensity", Range(0, 5)) = 1
  9. }
  10.  
  11. Category{
  12. Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
  13. Blend SrcAlpha One
  14. ColorMask RGB
  15. Cull Off Lighting Off ZWrite Off
  16.  
  17. SubShader{
  18. Pass{
  19.  
  20. CGPROGRAM
  21. #pragma vertex vert
  22. #pragma fragment frag
  23. #pragma target 2.0
  24. #pragma multi_compile_particles
  25. #pragma multi_compile_fog
  26.  
  27. #include "UnityCG.cginc"
  28.  
  29. sampler2D _MainTex;
  30. fixed4 _TintColor;
  31. half _Glow;
  32.  
  33. struct appdata_t {
  34. float4 vertex : POSITION;
  35. fixed4 color : COLOR;
  36. float2 texcoord : TEXCOORD0;
  37. UNITY_VERTEX_INPUT_INSTANCE_ID
  38. };
  39.  
  40. struct v2f {
  41. float4 vertex : SV_POSITION;
  42. fixed4 color : COLOR;
  43. float2 texcoord : TEXCOORD0;
  44. UNITY_FOG_COORDS(1)
  45. #ifdef SOFTPARTICLES_ON
  46. float4 projPos : TEXCOORD2;
  47. #endif
  48. UNITY_VERTEX_OUTPUT_STEREO
  49. };
  50.  
  51. float4 _MainTex_ST;
  52.  
  53. v2f vert(appdata_t v)
  54. {
  55. v2f o;
  56. UNITY_SETUP_INSTANCE_ID(v);
  57. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  58. o.vertex = UnityObjectToClipPos(v.vertex);
  59. #ifdef SOFTPARTICLES_ON
  60. o.projPos = ComputeScreenPos(o.vertex);
  61. COMPUTE_EYEDEPTH(o.projPos.z);
  62. #endif
  63. o.color = v.color;
  64. o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
  65. UNITY_TRANSFER_FOG(o,o.vertex);
  66. return o;
  67. }
  68.  
  69. sampler2D_float _CameraDepthTexture;
  70. float _InvFade;
  71.  
  72. fixed4 frag(v2f i) : SV_Target
  73. {
  74. #ifdef SOFTPARTICLES_ON
  75. float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
  76. float partZ = i.projPos.z;
  77. float fade = saturate(_InvFade * (sceneZ - partZ));
  78. i.color.a *= fade;
  79. #endif
  80.  
  81. fixed4 col = 2.0f * i.color;
  82. col *= _Glow * _TintColor * tex2D(_MainTex, i.texcoord);
  83. UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
  84. return col;
  85. }
  86. ENDCG
  87. }
  88. }
  89. }
  90. }
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