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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Effects/Distortion/ParticlesCutOut" {
- Properties {
- _TintColor ("Tint Color", Color) = (1,1,1,1)
- _MainTex ("Base (RGB) Gloss (A)", 2D) = "black" {}
- _CutOut ("CutOut (A)", 2D) = "black" {}
- _BumpMap ("Normalmap", 2D) = "bump" {}
- _ColorStrength ("Color Strength", Float) = 1
- _BumpAmt ("Distortion", Float) = 10
- _InvFade ("Soft Particles Factor", Range(0,10)) = 1.0
- }
- Category {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off}
- SubShader {
- GrabPass {
- Name "BASE"
- Tags { "LightMode" = "Always" }
- }
- Pass {
- Name "BASE"
- Tags { "LightMode" = "Always" }
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_particles
- #include "UnityCG.cginc"
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord: TEXCOORD0;
- fixed4 color : COLOR;
- };
- struct v2f {
- float4 vertex : POSITION;
- float4 uvgrab : TEXCOORD0;
- float2 uvbump : TEXCOORD1;
- float2 uvmain : TEXCOORD2;
- float2 uvcutout : TEXCOORD3;
- fixed4 color : COLOR;
- #ifdef SOFTPARTICLES_ON
- float4 projPos : TEXCOORD4;
- #endif
- };
- sampler2D _MainTex;
- sampler2D _CutOut;
- sampler2D _BumpMap;
- float _BumpAmt;
- float _ColorStrength;
- sampler2D _GrabTexture;
- float4 _GrabTexture_TexelSize;
- fixed4 _TintColor;
- float4 _BumpMap_ST;
- float4 _MainTex_ST;
- float4 _CutOut_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;
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
- o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
- o.uvgrab.zw = o.vertex.w;
- o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
- o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
- o.uvcutout = TRANSFORM_TEX( v.texcoord, _CutOut );
-
- return o;
- }
- sampler2D _CameraDepthTexture;
- float _InvFade;
- half4 frag( v2f i ) : COLOR
- {
- #ifdef SOFTPARTICLES_ON
- if(_InvFade > 0.0001) {
- 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
- // calculate perturbed coordinates
- half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg;
- float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
- i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
-
- half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
- //half4 tint = tex2D( _MainTex, i.uvmain );
- //return col * tint;
- fixed4 tex = tex2D(_MainTex, i.uvmain) * i.color;
- fixed4 cut = tex2D(_CutOut, i.uvcutout) * i.color;
- fixed4 emission = col * i.color + tex * _ColorStrength * _TintColor;
- emission.a = _TintColor.a * i.color.a * (cut.a);
- return emission;
- }
- ENDCG
- }
- }
- SubShader {
- Blend DstColor Zero
- Pass {
- Name "BASE"
- SetTexture [_MainTex] { combine texture }
- }
- }
- }
- }
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