Shader "KriptoFX/FPS_Pack/AlphaBlendedAnim" { 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 } Category{ Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off SubShader{ Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_particles #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; float4 texcoords : TEXCOORD0; float texcoordBlend : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float2 texcoord2 : TEXCOORD1; fixed blend : TEXCOORD2; UNITY_FOG_COORDS(3) #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD4; #endif 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 = abs(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); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos(o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color * _TintColor; o.color.rgb *= saturate(ShadeCustomLights(v.vertex, float3(0, 1, 0), RFX4_LightCount)) / 2; o.texcoord = TRANSFORM_TEX(v.texcoords.xy, _MainTex); o.texcoord2 = TRANSFORM_TEX(v.texcoords.zw, _MainTex); o.blend = v.texcoordBlend; UNITY_TRANSFER_FOG(o,o.vertex); return o; } sampler2D_float _CameraDepthTexture; float _InvFade; fixed4 frag(v2f i) : SV_Target { #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)); fade = _InvFade < 0.02f ? 1 : fade; i.color.a *= fade; #endif fixed4 colA = tex2D(_MainTex, i.texcoord); fixed4 colB = tex2D(_MainTex, i.texcoord2); fixed4 col = 2.0f * i.color * lerp(colA, colB, i.blend); UNITY_APPLY_FOG(i.fogCoord, col); col.a = saturate(col.a); return col; } ENDCG } } } }