118 lines
4.6 KiB
Plaintext
118 lines
4.6 KiB
Plaintext
Shader "AntManShader/Particles/Additive" {
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Properties{
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[HDR]_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex("Particle Texture", 2D) = "white" {}
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_UVSpeed("UV scrolling (x,y)", VECTOR) = (0,0,0,0)
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_InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4
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_Stencil("Stencil ID", Float) = 0
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_StencilComp("Stencil Comparison", Float) = 8
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_StencilOp("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write Mask", Float) = 255
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_StencilReadMask("Stencil Read Mask", Float) = 255
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}
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Category{
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
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Blend SrcAlpha One, One One
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// 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
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Cull Off Lighting Off ZWrite Off
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ZTest[_ZTest]
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Stencil
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{
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Ref[_Stencil]
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Comp[_StencilComp]
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Pass[_StencilOp]
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ReadMask[_StencilReadMask]
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WriteMask[_StencilWriteMask]
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}
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SubShader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#pragma force_concat_matrices
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#include "UnityCG.cginc"
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#include "Particle/AntManCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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half4 _UVSpeed;
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half4 _DayNightTintInv;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 posInWorld : TEXCOORD1;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _MainTex_ST;
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v2f vert(appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos(o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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o.texcoord += _UVSpeed.xy * _Time.xx;
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UNITY_TRANSFER_FOG(o,o.vertex);
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// ! NGUI Panel外部裁剪
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o.posInWorld = mul(unity_ObjectToWorld, v.vertex);
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return o;
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}
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sampler2D_float _CameraDepthTexture;
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float _InvFade;
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fixed4 frag(v2f i) : SV_Target
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate(_InvFade * (sceneZ - partZ));
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i.color.a *= fade;
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#endif
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fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
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// ! NGUI Panel外部裁剪
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float clipFactor = GetClipFactor(i.posInWorld.xy);
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col.a *= clipFactor;
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return col;
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}
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ENDCG
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}
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}
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}
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}
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