118 lines
4.6 KiB
Plaintext
118 lines
4.6 KiB
Plaintext
|
Shader "AntManShader/Particles/Additive" {
|
|||
|
Properties{
|
|||
|
[HDR]_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
|
|||
|
_MainTex("Particle Texture", 2D) = "white" {}
|
|||
|
_UVSpeed("UV scrolling (x,y)", VECTOR) = (0,0,0,0)
|
|||
|
_InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
|||
|
|
|||
|
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4
|
|||
|
_Stencil("Stencil ID", Float) = 0
|
|||
|
_StencilComp("Stencil Comparison", Float) = 8
|
|||
|
_StencilOp("Stencil Operation", Float) = 0
|
|||
|
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
|||
|
_StencilReadMask("Stencil Read Mask", Float) = 255
|
|||
|
}
|
|||
|
|
|||
|
Category{
|
|||
|
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
|
|||
|
Blend SrcAlpha One, One One
|
|||
|
// ColorMask RGB //2019.7.8 录制视频的时候需要特效的Alpha写入到最终的图片里,所以不colormask了
|
|||
|
Cull Off Lighting Off ZWrite Off
|
|||
|
ZTest[_ZTest]
|
|||
|
|
|||
|
Stencil
|
|||
|
{
|
|||
|
Ref[_Stencil]
|
|||
|
Comp[_StencilComp]
|
|||
|
Pass[_StencilOp]
|
|||
|
ReadMask[_StencilReadMask]
|
|||
|
WriteMask[_StencilWriteMask]
|
|||
|
}
|
|||
|
|
|||
|
SubShader {
|
|||
|
Pass {
|
|||
|
|
|||
|
CGPROGRAM
|
|||
|
#pragma vertex vert
|
|||
|
#pragma fragment frag
|
|||
|
#pragma target 2.0
|
|||
|
#pragma multi_compile_particles
|
|||
|
#pragma multi_compile_fog
|
|||
|
#pragma force_concat_matrices
|
|||
|
|
|||
|
#include "UnityCG.cginc"
|
|||
|
#include "Particle/AntManCG.cginc"
|
|||
|
|
|||
|
sampler2D _MainTex;
|
|||
|
fixed4 _TintColor;
|
|||
|
half4 _UVSpeed;
|
|||
|
half4 _DayNightTintInv;
|
|||
|
|
|||
|
struct appdata_t {
|
|||
|
float4 vertex : POSITION;
|
|||
|
fixed4 color : COLOR;
|
|||
|
float2 texcoord : TEXCOORD0;
|
|||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|||
|
};
|
|||
|
|
|||
|
struct v2f {
|
|||
|
float4 vertex : SV_POSITION;
|
|||
|
fixed4 color : COLOR;
|
|||
|
float2 texcoord : TEXCOORD0;
|
|||
|
float2 posInWorld : TEXCOORD1;
|
|||
|
UNITY_FOG_COORDS(1)
|
|||
|
#ifdef SOFTPARTICLES_ON
|
|||
|
float4 projPos : TEXCOORD2;
|
|||
|
#endif
|
|||
|
|
|||
|
UNITY_VERTEX_OUTPUT_STEREO
|
|||
|
};
|
|||
|
|
|||
|
float4 _MainTex_ST;
|
|||
|
|
|||
|
v2f vert(appdata_t v)
|
|||
|
{
|
|||
|
v2f o;
|
|||
|
UNITY_SETUP_INSTANCE_ID(v);
|
|||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|||
|
o.vertex = UnityObjectToClipPos(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 += _UVSpeed.xy * _Time.xx;
|
|||
|
UNITY_TRANSFER_FOG(o,o.vertex);
|
|||
|
// ! NGUI Panel外部裁剪
|
|||
|
|
|||
|
o.posInWorld = mul(unity_ObjectToWorld, v.vertex);
|
|||
|
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
|
|||
|
|
|||
|
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
|
|||
|
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
|
|||
|
|
|||
|
// ! NGUI Panel外部裁剪
|
|||
|
float clipFactor = GetClipFactor(i.posInWorld.xy);
|
|||
|
col.a *= clipFactor;
|
|||
|
return col;
|
|||
|
}
|
|||
|
ENDCG
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|