| | |
| | | // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) |
| | | |
| | | Shader "Effect/Mask/Particle/Alpha Blended" { |
| | | 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" "PreviewType"="Plane" } |
| | | Blend SrcAlpha OneMinusSrcAlpha |
| | | ColorMask RGB |
| | | Cull Off Lighting Off ZWrite Off |
| | | |
| | | SubShader { |
| | | Pass { |
| | | |
| | | CGPROGRAM |
| | | #pragma vertex vert |
| | | #pragma fragment frag |
| | | #pragma target 2.0 |
| | | #pragma multi_compile_particles |
| | | #pragma multi_compile_fog |
| | | |
| | | #include "UnityCG.cginc" |
| | | #include "UnityUI.cginc" |
| | | |
| | | sampler2D _MainTex; |
| | | fixed4 _TintColor; |
| | | |
| | | struct appdata_t { |
| | | float4 vertex : POSITION; |
| | | fixed4 color : COLOR; |
| | | float2 texcoord : TEXCOORD0; |
| | | UNITY_VERTEX_INPUT_INSTANCE_ID |
| | | }; |
| | | |
| | | struct v2f { |
| | | float4 vertex : SV_POSITION; |
| | | fixed4 color : COLOR; |
| | | float4 texcoord : TEXCOORD0; |
| | | UNITY_FOG_COORDS(1) |
| | | #ifdef SOFTPARTICLES_ON |
| | | float4 projPos : TEXCOORD2; |
| | | #endif |
| | | UNITY_VERTEX_OUTPUT_STEREO |
| | | }; |
| | | |
| | | float4 _MainTex_ST; |
| | | |
| | | v2f vert (appdata_t v) |
| | | { |
| | | v2f o; |
| | | UNITY_SETUP_INSTANCE_ID(v); |
| | | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
| | | o.vertex = UnityObjectToClipPos(v.vertex); |
| | | #ifdef SOFTPARTICLES_ON |
| | | o.projPos = ComputeScreenPos (o.vertex); |
| | | COMPUTE_EYEDEPTH(o.projPos.z); |
| | | #endif |
| | | o.color = v.color * _TintColor; |
| | | o.texcoord.xy = TRANSFORM_TEX(v.texcoord,_MainTex).xy; |
| | | o.texcoord.zw=mul(unity_ObjectToWorld,v.vertex).xy; |
| | | UNITY_TRANSFER_FOG(o,o.vertex); |
| | | return o; |
| | | } |
| | | |
| | | UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); |
| | | float _InvFade; |
| | | float4 _ClipRect; |
| | | float _UseClipRect; |
| | | |
| | | fixed4 frag (v2f i) : SV_Target |
| | | { |
| | | #ifdef SOFTPARTICLES_ON |
| | | float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); |
| | | float partZ = i.projPos.z; |
| | | float fade = saturate (_InvFade * (sceneZ-partZ)); |
| | | i.color.a *= fade; |
| | | #endif |
| | | |
| | | fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord); |
| | | UNITY_APPLY_FOG(i.fogCoord, col); |
| | | float c=UnityGet2DClipping(i.texcoord.zw,_ClipRect); |
| | | col.a=lerp(col.a,col.a*c,_UseClipRect); |
| | | return col; |
| | | } |
| | | ENDCG |
| | | } |
| | | } |
| | | } |
| | | } |
| | | // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
| | |
|
| | | Shader "Effect/Mask/Particle/Alpha Blended" {
|
| | | 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" "PreviewType"="Plane" }
|
| | | Blend SrcAlpha OneMinusSrcAlpha
|
| | | ColorMask RGB
|
| | | Cull Off Lighting Off ZWrite Off
|
| | |
|
| | | SubShader {
|
| | | Pass {
|
| | | |
| | | CGPROGRAM
|
| | | #pragma vertex vert
|
| | | #pragma fragment frag
|
| | | #pragma target 2.0
|
| | | #pragma multi_compile_particles
|
| | | #pragma multi_compile_fog
|
| | | |
| | | #include "UnityCG.cginc"
|
| | | #include "UnityUI.cginc"
|
| | |
|
| | | sampler2D _MainTex;
|
| | | fixed4 _TintColor;
|
| | | |
| | | struct appdata_t {
|
| | | float4 vertex : POSITION;
|
| | | fixed4 color : COLOR;
|
| | | float2 texcoord : TEXCOORD0;
|
| | | UNITY_VERTEX_INPUT_INSTANCE_ID
|
| | | };
|
| | |
|
| | | struct v2f {
|
| | | float4 vertex : SV_POSITION;
|
| | | fixed4 color : COLOR;
|
| | | float4 texcoord : TEXCOORD0;
|
| | | UNITY_FOG_COORDS(1)
|
| | | #ifdef SOFTPARTICLES_ON
|
| | | float4 projPos : TEXCOORD2;
|
| | | #endif
|
| | | UNITY_VERTEX_OUTPUT_STEREO
|
| | | };
|
| | | |
| | | float4 _MainTex_ST;
|
| | |
|
| | | v2f vert (appdata_t v)
|
| | | {
|
| | | v2f o;
|
| | | UNITY_SETUP_INSTANCE_ID(v);
|
| | | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
| | | o.vertex = UnityObjectToClipPos(v.vertex);
|
| | | #ifdef SOFTPARTICLES_ON
|
| | | o.projPos = ComputeScreenPos (o.vertex);
|
| | | COMPUTE_EYEDEPTH(o.projPos.z);
|
| | | #endif
|
| | | o.color = v.color * _TintColor;
|
| | | o.texcoord.xy = TRANSFORM_TEX(v.texcoord,_MainTex).xy;
|
| | | o.texcoord.zw=mul(unity_ObjectToWorld,v.vertex).xy;
|
| | | UNITY_TRANSFER_FOG(o,o.vertex);
|
| | | return o;
|
| | | }
|
| | |
|
| | | UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
| | | float _InvFade;
|
| | | float4 _ClipRect;
|
| | | float _UseClipRect;
|
| | |
|
| | | fixed4 frag (v2f i) : SV_Target
|
| | | {
|
| | | #ifdef SOFTPARTICLES_ON
|
| | | float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
| | | float partZ = i.projPos.z;
|
| | | float fade = saturate (_InvFade * (sceneZ-partZ));
|
| | | i.color.a *= fade;
|
| | | #endif
|
| | | |
| | | fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord);
|
| | | UNITY_APPLY_FOG(i.fogCoord, col);
|
| | | float c=UnityGet2DClipping(i.texcoord.zw,_ClipRect);
|
| | | col.a=lerp(col.a,col.a*c,_UseClipRect);
|
| | | return col;
|
| | | }
|
| | | ENDCG |
| | | }
|
| | | } |
| | | }
|
| | | }
|