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2025-06-07 17:43:34 +08:00
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
}
}
}
}