1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192 |
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Effects/GlowAdditiveTwoColor" {
- Properties {
- _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
- _CoreColor ("Core Color", Color) = (0.5,0.5,0.5,0.5)
- _MainTex ("Particle Texture", 2D) = "white" {}
- _TintStrength ("Tint Color Strength", Float) = 1
- _CoreStrength ("Core Color Strength", Float) = 1
- _CutOutLightCore ("CutOut Light Core", Range(0, 1)) = 0.5
- _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
- }
- Category {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- Blend SrcAlpha One
- AlphaTest Greater .01
- ColorMask RGB
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Color (0,0,0,0) }
-
- SubShader {
- Pass {
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_particles
-
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- fixed4 _TintColor;
- fixed4 _CoreColor;
- float _CutOutLightCore;
- float _TintStrength;
- float _CoreStrength;
-
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- #ifdef SOFTPARTICLES_ON
- float4 projPos : TEXCOORD1;
- #endif
- };
-
- float4 _MainTex_ST;
- v2f vert (appdata_t v)
- {
- v2f 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);
- return o;
- }
- sampler2D _CameraDepthTexture;
- float _InvFade;
-
- fixed4 frag (v2f i) : COLOR
- {
- #ifdef SOFTPARTICLES_ON
- float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
- float partZ = i.projPos.z;
- float fade = saturate (_InvFade * (sceneZ-partZ));
- //i.color.a *= fade;
-
- #endif
- fixed4 tex = tex2D(_MainTex, i.texcoord);
- fixed4 col = (_TintColor * tex.g * _TintStrength + tex.r * _CoreColor * _CoreStrength - _CutOutLightCore);
- return i.color * clamp(col, 0, 255);
- }
- ENDCG
- }
- }
- }
- }
|