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- Shader /*ase_name*/ "Hidden/Templates/Legacy/Particles Alpha Blended" /*end*/
- {
- Properties
- {
- _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
- _MainTex ("Particle Texture", 2D) = "white" {}
- _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
- /*ase_props*/
- }
- Category
- {
- SubShader
- {
- Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask RGB
- Cull Off
- Lighting Off
- ZWrite Off
- ZTest LEqual
- /*ase_pass*/
- Pass {
- CGPROGRAM
- #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
- #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
- #endif
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.5
- #pragma multi_compile_instancing
- #pragma multi_compile_particles
- #pragma multi_compile_fog
- /*ase_pragma*/
- #include "UnityCG.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float4 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- /*ase_vdata:p=p;uv0=tc0;c=c*/
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float4 texcoord : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- #ifdef SOFTPARTICLES_ON
- float4 projPos : TEXCOORD2;
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- /*ase_interp(3,):sp=sp.xyzw;uv0=tc0;c=c*/
- };
- #if UNITY_VERSION >= 560
- UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
- #else
- uniform sampler2D_float _CameraDepthTexture;
- #endif
- //Don't delete this comment
- // uniform sampler2D_float _CameraDepthTexture;
- uniform sampler2D _MainTex;
- uniform fixed4 _TintColor;
- uniform float4 _MainTex_ST;
- uniform float _InvFade;
- /*ase_globals*/
- v2f vert ( appdata_t v /*ase_vert_input*/ )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- /*ase_vert_code:v=appdata_t;o=v2f*/
- v.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
- 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 = v.texcoord;
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- fixed4 frag ( v2f i /*ase_frag_input*/ ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID( i );
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
- #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
- /*ase_frag_code:i=v2f*/
- fixed4 col = /*ase_frag_out:Color;Float4*/2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw )/*end*/;
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- }
- CustomEditor "AmplifyShaderEditor.MaterialInspector"
- }
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