WarpJumpTwist.shader 3.2 KB

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  1. // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
  2. Shader "FORGE3D/Warp Jump Tunnel" {
  3. Properties {
  4. _TintColorA ("Tint Color A", Color) = (0.5,0.5,0.5,0.5)
  5. _TintColorB ("Tint Color B", Color) = (0.5,0.5,0.5,0.5)
  6. _Mult ("Color strength", float) = 1
  7. _MainTex ("Particle Texture", 2D) = "white" {}
  8. _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
  9. _Twist ("Twist", Float) = 0.0
  10. _EdgeFadePow ("Edge Fade Power", Float) = 0.0
  11. _EdgeFadeMult ("Edge Fade Mult", Float) = 0.0
  12. _Alpha ("Alpha cutoff", Range(0,1)) = 1
  13. }
  14. Category {
  15. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
  16. Blend One One
  17. AlphaTest Greater .01
  18. ColorMask RGB
  19. Cull Off Lighting Off ZWrite Off Fog { Mode Off }
  20. SubShader {
  21. Pass {
  22. CGPROGRAM
  23. #pragma vertex vert
  24. #pragma fragment frag
  25. #pragma multi_compile_particles
  26. #include "UnityCG.cginc"
  27. sampler2D _MainTex;
  28. float4 _TintColorA, _TintColorB;
  29. sampler2D_float _CameraDepthTexture;
  30. float _InvFade;
  31. float _Twist, _Mult;
  32. float _Alpha;
  33. float _EdgeFadePow, _EdgeFadeMult;
  34. struct appdata_t {
  35. float4 vertex : POSITION;
  36. fixed4 color : COLOR;
  37. float2 texcoord : TEXCOORD0;
  38. float3 normal : NORMAL;
  39. };
  40. struct v2f {
  41. float4 vertex : SV_POSITION;
  42. fixed4 color : COLOR;
  43. float2 texcoord : TEXCOORD0;
  44. #ifdef SOFTPARTICLES_ON
  45. float4 projPos : TEXCOORD1;
  46. #endif
  47. float3 normalDir : TEXCOORD2;
  48. float4 posWorld : TEXCOORD3;
  49. };
  50. float4 _MainTex_ST;
  51. v2f vert (appdata_t v)
  52. {
  53. v2f o;
  54. o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
  55. #ifdef SOFTPARTICLES_ON
  56. o.projPos = ComputeScreenPos (o.vertex);
  57. COMPUTE_EYEDEPTH(o.projPos.z);
  58. #endif
  59. o.color = v.color;
  60. o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
  61. o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
  62. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  63. o.normalDir = normalize(mul(unity_ObjectToWorld, float4(v.normal.xyz,0)).xyz);
  64. return o;
  65. }
  66. float4 frag (v2f i) : SV_Target
  67. {
  68. #ifdef SOFTPARTICLES_ON
  69. float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
  70. float partZ = i.projPos.z;
  71. float fade = saturate (_InvFade * (sceneZ-partZ));
  72. i.color.a *= fade;
  73. #endif
  74. i.texcoord.xy -=0.5;
  75. float dist = abs(length(i.texcoord));
  76. float s = sin ( _Twist * dist);
  77. float c = cos ( _Twist * dist);
  78. float2x2 rotationMatrix = float2x2( c, -s, s, c);
  79. rotationMatrix *=0.5;
  80. rotationMatrix +=0.5;
  81. rotationMatrix = rotationMatrix * 2-1;
  82. i.texcoord.xy = mul ( i.texcoord.xy, rotationMatrix );
  83. i.texcoord.xy += 0.5;
  84. float4 final = tex2D(_MainTex, i.texcoord);
  85. final = lerp(_TintColorA * _TintColorA.a * _Mult, _TintColorB * _TintColorB.a * _Mult, final * _Mult) * final;
  86. float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  87. float f = pow(abs(dot(viewDir, i.normalDir)), _EdgeFadePow) * _EdgeFadeMult;
  88. return float4(f* final.xyz * i.color.a * _Alpha, 1);
  89. }
  90. ENDCG
  91. }
  92. }
  93. }
  94. }