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- // 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
- }
- }
- }
- }
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