Particle AddSmooth.shader 2.1 KB

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  1. Shader "DashGame/Additive (Soft)" {
  2. Properties {
  3. _Alpha("Alpha",range(0,1))=1
  4. _MainTex ("Particle Texture", 2D) = "white" {}
  5. _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
  6. }
  7. Category {
  8. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
  9. Blend One OneMinusSrcColor
  10. ColorMask RGB
  11. Cull Off Lighting Off ZWrite Off
  12. SubShader {
  13. Pass {
  14. CGPROGRAM
  15. #pragma vertex vert
  16. #pragma fragment frag
  17. #pragma target 2.0
  18. #pragma multi_compile_particles
  19. #pragma multi_compile_fog
  20. #include "UnityCG.cginc"
  21. sampler2D _MainTex;
  22. fixed4 _TintColor;
  23. float _Alpha;
  24. struct appdata_t {
  25. float4 vertex : POSITION;
  26. fixed4 color : COLOR;
  27. float2 texcoord : TEXCOORD0;
  28. UNITY_VERTEX_INPUT_INSTANCE_ID
  29. };
  30. struct v2f {
  31. float4 vertex : SV_POSITION;
  32. fixed4 color : COLOR;
  33. float2 texcoord : TEXCOORD0;
  34. UNITY_FOG_COORDS(1)
  35. #ifdef SOFTPARTICLES_ON
  36. float4 projPos : TEXCOORD2;
  37. #endif
  38. UNITY_VERTEX_OUTPUT_STEREO
  39. };
  40. float4 _MainTex_ST;
  41. v2f vert (appdata_t v)
  42. {
  43. v2f o;
  44. UNITY_SETUP_INSTANCE_ID(v);
  45. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  46. o.vertex = UnityObjectToClipPos(v.vertex);
  47. #ifdef SOFTPARTICLES_ON
  48. o.projPos = ComputeScreenPos (o.vertex);
  49. COMPUTE_EYEDEPTH(o.projPos.z);
  50. #endif
  51. o.color = v.color;
  52. o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
  53. UNITY_TRANSFER_FOG(o,o.vertex);
  54. return o;
  55. }
  56. sampler2D_float _CameraDepthTexture;
  57. float _InvFade;
  58. fixed4 frag (v2f i) : SV_Target
  59. {
  60. #ifdef SOFTPARTICLES_ON
  61. float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
  62. float partZ = i.projPos.z;
  63. float fade = saturate (_InvFade * (sceneZ-partZ));
  64. i.color.a *= fade;
  65. #endif
  66. half4 col = i.color * tex2D(_MainTex, i.texcoord);
  67. col.rgb *= col.a;
  68. UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
  69. col.rgb *= _Alpha;
  70. return col;
  71. }
  72. ENDCG
  73. }
  74. }
  75. }
  76. }