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 } } } }