// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "FORGE3D/Warp Jump Tunnel" { Properties { _TintColorA ("Tint Color A", Color) = (0.5,0.5,0.5,0.5) _TintColorB ("Tint Color B", Color) = (0.5,0.5,0.5,0.5) _Mult ("Color strength", float) = 1 _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 _Twist ("Twist", Float) = 0.0 _EdgeFadePow ("Edge Fade Power", Float) = 0.0 _EdgeFadeMult ("Edge Fade Mult", Float) = 0.0 _Alpha ("Alpha cutoff", Range(0,1)) = 1 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend One One AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Mode Off } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; float4 _TintColorA, _TintColorB; sampler2D_float _CameraDepthTexture; float _InvFade; float _Twist, _Mult; float _Alpha; float _EdgeFadePow, _EdgeFadeMult; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD1; #endif float3 normalDir : TEXCOORD2; float4 posWorld : TEXCOORD3; }; 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); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.normalDir = normalize(mul(unity_ObjectToWorld, float4(v.normal.xyz,0)).xyz); return o; } float4 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 i.texcoord.xy -=0.5; float dist = abs(length(i.texcoord)); float s = sin ( _Twist * dist); float c = cos ( _Twist * dist); float2x2 rotationMatrix = float2x2( c, -s, s, c); rotationMatrix *=0.5; rotationMatrix +=0.5; rotationMatrix = rotationMatrix * 2-1; i.texcoord.xy = mul ( i.texcoord.xy, rotationMatrix ); i.texcoord.xy += 0.5; float4 final = tex2D(_MainTex, i.texcoord); final = lerp(_TintColorA * _TintColorA.a * _Mult, _TintColorB * _TintColorB.a * _Mult, final * _Mult) * final; float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float f = pow(abs(dot(viewDir, i.normalDir)), _EdgeFadePow) * _EdgeFadeMult; return float4(f* final.xyz * i.color.a * _Alpha, 1); } ENDCG } } } }