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2025-09-24 11:24:38 +05:00
Shader "KriptoFX/FPS_Pack/Leafs" {
Properties{
[HDR]_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex("Particle Texture", 2D) = "white" {}
_InvFade("Soft Particles Factor", Range(0.01,5)) = 1.0
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite On
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D RFX4_PointLightAttenuation;
half4 RFX4_AmbientColor;
float4 RFX4_LightPositions[40];
float4 RFX4_LightColors[40];
int RFX4_LightCount;
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
half3 normal:NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(3)
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
half3 ShadeCustomLights(float4 vertex, half3 normal, int lightCount)
{
float3 worldPos = mul(unity_ObjectToWorld, vertex);
float3 worldNormal = UnityObjectToWorldNormal(normal);
float3 lightColor = RFX4_AmbientColor.xyz;
for (int i = 0; i < lightCount; i++) {
float3 lightDir = RFX4_LightPositions[i].xyz - worldPos.xyz * RFX4_LightColors[i].w;
half normalizedDist = length(lightDir) / RFX4_LightPositions[i].w;
fixed attenuation = tex2Dlod(RFX4_PointLightAttenuation, half4(normalizedDist.xx, 0, 0));
attenuation = lerp(1, attenuation, RFX4_LightColors[i].w);
float diff = max(0, dot(normalize(worldNormal), normalize(lightDir)));
lightColor += RFX4_LightColors[i].rgb * (diff * attenuation);
}
return (lightColor);
}
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color * _TintColor;
o.color.rgb *= max(ShadeCustomLights(v.vertex, v.normal, RFX4_LightCount), ShadeCustomLights(v.vertex, -v.normal, RFX4_LightCount));
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
col *= 2.0f * i.color;
UNITY_APPLY_FOG(i.fogCoord, col);
col.a = saturate(col.a);
return col;
}
ENDCG
}
Pass
{
Tags{ "Queue" = "Transparent" "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
half3 normal : NORMAL;
};
struct v2f
{
float2 texcoord : TEXCOORD3;
V2F_SHADOW_CASTER;
};
v2f vert(appdata v)
{
v2f o;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag(v2f i) : COLOR
{
fixed col = tex2D(_MainTex, i.texcoord).a * 2;
if (col < 0.01) discard;
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
}