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- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- Shader "FORGE3D/Billboard Additive" {
- Properties {
- _Color ("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
- Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
-
- SubShader {
- Pass {
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_particles
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- fixed4 _Color;
-
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- #ifdef SOFTPARTICLES_ON
- float4 projPos : TEXCOORD1;
- #endif
- };
-
- float4 _MainTex_ST;
- v2f vert (appdata_t v)
- {
- v2f o;
- float4 ori = mul(UNITY_MATRIX_MV,float4(0,0,0,1));
- float4 vt = v.vertex;
- float2 r1 = float2(unity_ObjectToWorld[0][0],unity_ObjectToWorld[0][2]);
- float2 r2 = float2(unity_ObjectToWorld[2][0],unity_ObjectToWorld[2][2]);
- float2 vt0 = vt.x*r1;
- vt0 += vt.z*r2;
- vt.xy = vt0;
- vt.z = 0;
- vt.xyz += ori.xyz;
- o.vertex = mul(UNITY_MATRIX_P,vt);
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- o.color = v.color;
- #ifdef SOFTPARTICLES_ON
- o.projPos = ComputeScreenPos (o.vertex);
- COMPUTE_EYEDEPTH(o.projPos.z);
- #endif
- return o;
- }
- sampler2D_float _CameraDepthTexture;
- float _InvFade;
-
- 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
-
- return i.color * _Color * tex2D(_MainTex, i.texcoord);
- }
- ENDCG
- }
- }
- }
- }
- /*
- Shader "Tut/Project/Billboard_2" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- pass{
- Cull Off
- ZTest Always
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- struct v2f {
- float4 pos:SV_POSITION;
- float2 texc:TEXCOORD0;
- };
- v2f vert(appdata_base v)
- {
- v2f o;
- float4 ori=mul(UNITY_MATRIX_MV,float4(0,0,0,1));
- float4 vt=v.vertex;
- //vt.y=vt.z;
- float2 r1=float2(_Object2World[0][0],_Object2World[0][2]);
- float2 r2=float2(_Object2World[2][0],_Object2World[2][2]);
- float2 vt0=vt.x*r1;
- vt0+=vt.z*r2;
- vt.xy=vt0;
- vt.z=0;
- vt.xyz+=ori.xyz;//result is vt.z==ori.z ,so the distance to camera keeped ,and screen size keeped
- o.pos=mul(UNITY_MATRIX_P,vt);
-
- o.texc=v.texcoord;
- return o;
- }
- float4 frag(v2f i):COLOR
- {
- return tex2D(_MainTex,i.texc);
- }
- ENDCG
- }//endpass
- }
- }*/
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