125 lines
3.2 KiB
Plaintext
125 lines
3.2 KiB
Plaintext
Shader "KriptoFX/FPS_Pack/AlphaBlendedAnim" {
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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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Category{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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SubShader{
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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 target 2.0
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#pragma multi_compile_particles
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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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float4 texcoords : TEXCOORD0;
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float texcoordBlend : TEXCOORD1;
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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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float2 texcoord2 : TEXCOORD1;
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fixed blend : TEXCOORD2;
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UNITY_FOG_COORDS(3)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD4;
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#endif
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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 = abs(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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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos(o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color * _TintColor;
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o.color.rgb *= saturate(ShadeCustomLights(v.vertex, float3(0, 1, 0), RFX4_LightCount)) / 2;
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o.texcoord = TRANSFORM_TEX(v.texcoords.xy, _MainTex);
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o.texcoord2 = TRANSFORM_TEX(v.texcoords.zw, _MainTex);
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o.blend = v.texcoordBlend;
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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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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate(_InvFade * (sceneZ - partZ));
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fade = _InvFade < 0.02f ? 1 : fade;
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i.color.a *= fade;
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#endif
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fixed4 colA = tex2D(_MainTex, i.texcoord);
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fixed4 colB = tex2D(_MainTex, i.texcoord2);
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fixed4 col = 2.0f * i.color * lerp(colA, colB, i.blend);
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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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}
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}
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}
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