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