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| 1 | +// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license |
| 2 | + |
| 3 | +Shader "UnityLibrary/Particles/Additive Scrolling UV" { |
| 4 | +Properties { |
| 5 | + _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) |
| 6 | + _MainTex ("Particle Texture", 2D) = "white" {} |
| 7 | + _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 |
| 8 | + _ScrollingSpeed("Scrolling Speed",float) = 2 |
| 9 | +} |
| 10 | + |
| 11 | +Category { |
| 12 | + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } |
| 13 | + Blend SrcAlpha One |
| 14 | + ColorMask RGB |
| 15 | + Cull Off Lighting Off ZWrite Off |
| 16 | + |
| 17 | + SubShader { |
| 18 | + Pass { |
| 19 | + |
| 20 | + CGPROGRAM |
| 21 | + #pragma vertex vert |
| 22 | + #pragma fragment frag |
| 23 | + #pragma target 2.0 |
| 24 | + #pragma multi_compile_particles |
| 25 | + #pragma multi_compile_fog |
| 26 | + |
| 27 | + #include "UnityCG.cginc" |
| 28 | + |
| 29 | + sampler2D _MainTex; |
| 30 | + fixed4 _TintColor; |
| 31 | + float _ScrollingSpeed; |
| 32 | + |
| 33 | + struct appdata_t { |
| 34 | + float4 vertex : POSITION; |
| 35 | + fixed4 color : COLOR; |
| 36 | + float2 texcoord : TEXCOORD0; |
| 37 | + UNITY_VERTEX_INPUT_INSTANCE_ID |
| 38 | + }; |
| 39 | + |
| 40 | + struct v2f { |
| 41 | + float4 vertex : SV_POSITION; |
| 42 | + fixed4 color : COLOR; |
| 43 | + float2 texcoord : TEXCOORD0; |
| 44 | + UNITY_FOG_COORDS(1) |
| 45 | + #ifdef SOFTPARTICLES_ON |
| 46 | + float4 projPos : TEXCOORD2; |
| 47 | + #endif |
| 48 | + UNITY_VERTEX_OUTPUT_STEREO |
| 49 | + }; |
| 50 | + |
| 51 | + float4 _MainTex_ST; |
| 52 | + |
| 53 | + v2f vert (appdata_t v) |
| 54 | + { |
| 55 | + v2f o; |
| 56 | + UNITY_SETUP_INSTANCE_ID(v); |
| 57 | + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
| 58 | + o.vertex = UnityObjectToClipPos(v.vertex); |
| 59 | + #ifdef SOFTPARTICLES_ON |
| 60 | + o.projPos = ComputeScreenPos (o.vertex); |
| 61 | + COMPUTE_EYEDEPTH(o.projPos.z); |
| 62 | + #endif |
| 63 | + o.color = v.color; |
| 64 | + o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); |
| 65 | + UNITY_TRANSFER_FOG(o,o.vertex); |
| 66 | + return o; |
| 67 | + } |
| 68 | + |
| 69 | + UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); |
| 70 | + float _InvFade; |
| 71 | + |
| 72 | + fixed4 frag (v2f i) : SV_Target |
| 73 | + { |
| 74 | + #ifdef SOFTPARTICLES_ON |
| 75 | + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); |
| 76 | + float partZ = i.projPos.z; |
| 77 | + float fade = saturate (_InvFade * (sceneZ-partZ)); |
| 78 | + i.color.a *= fade; |
| 79 | + #endif |
| 80 | + |
| 81 | + fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, float2(i.texcoord.x+_Time.x*_ScrollingSpeed,i.texcoord.y)); |
| 82 | + UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode |
| 83 | + return col; |
| 84 | + } |
| 85 | + ENDCG |
| 86 | + } |
| 87 | + } |
| 88 | +} |
| 89 | +} |
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