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- Shader "Particles/AdditiveMasked" {
- Properties{
- _TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
- _MainTex("Particle Texture", 2D) = "white" {}
- _InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
- }
- Category{
- Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- Blend SrcAlpha One
- AlphaTest Greater .01
- ColorMask RGB
- ZTest Greater
- Cull Off Lighting Off ZWrite Off Fog{ Color(0,0,0,0) }
- BindChannels{
- Bind "Color", color
- Bind "Vertex", vertex
- Bind "TexCoord", texcoord
- }
- // ---- Fragment program cards
- SubShader{
- Pass{
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_particles
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- fixed4 _TintColor;
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- #ifdef SOFTPARTICLES_ON
- float4 projPos : TEXCOORD1;
- #endif
- };
- float4 _MainTex_ST;
- v2f vert(appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, 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);
- return o;
- }
- sampler2D _CameraDepthTexture;
- float _InvFade;
- fixed4 frag(v2f i) : COLOR
- {
- #ifdef SOFTPARTICLES_ON
- float sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
- float partZ = i.projPos.z;
- float fade = saturate(_InvFade * (sceneZ - partZ));
- i.color.a *= fade;
- #endif
- return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
- }
- ENDCG
- }
- }
- // ---- Dual texture cards
- SubShader{
- Pass{
- SetTexture[_MainTex]{
- constantColor[_TintColor]
- combine constant * primary
- }
- SetTexture[_MainTex]{
- combine texture * previous DOUBLE
- }
- }
- }
- // ---- Single texture cards (does not do color tint)
- SubShader{
- Pass{
- SetTexture[_MainTex]{
- combine texture * primary
- }
- }
- }
- }
- }
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