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