UPF/Assets/NEW VFX TO CHECK/Shaders/Particles/Distortion/Distortion-Alpha.shader

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Shader "Mirza Beig/Particles/Distortion/Alpha Blended"
{
Properties
{
_Opacity("Opacity", range(0.0, 2.0)) = 0.5
_Intensity("Intensity", range(0.0, 10.0)) = 1.0
_Distortion("Distortion", range(0.0, 2.0)) = 0.05
_MainTex("Particle Texture", 2D) = "white" {}
_DistTex("Distortion Texture", 2D) = "white" {}
_InvFade("Soft Particles Factor", Range(0.01, 8.0)) = 1.0
}
Category
{
// Transparent = other objects drawn before this one.
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType" = "Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
// Grab screen behind object into a texture.
// Accessed in next pass in _GrabTexture.
GrabPass
{
Name "BASE"
Tags { "LightMode" = "Always" }
}
// Preturb texture from above using bump map.
Pass
{
Name "BASE"
Tags { "LightMode" = "Always"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _DistTex;
// ...
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 texcoord_dist : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
// ...
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
float2 texcoord_dist : TEXCOORD3;
// Grabpass texture coordinates.
float4 uvgrab : TEXCOORD4;
UNITY_VERTEX_OUTPUT_STEREO
};
// ...
float4 _MainTex_ST;
float4 _DistTex_ST;
float _Intensity;
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
// 0.5 since Unity's regular shaders are gray-tinted?
// Meh, just make it the full colour. This isn't supposed
// to be the same end-result. I'll take out the x2.0f in
// the fragment part near the end.
//o.color = v.color;
o.color = v.color * _Intensity;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.texcoord_dist = TRANSFORM_TEX(v.texcoord_dist, _DistTex);
UNITY_TRANSFER_FOG(o, o.vertex);
// Grabpass stuff.
o.uvgrab = ComputeGrabScreenPos(o.vertex);
return o;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
float _Opacity;
float _Distortion;
sampler2D _GrabTexture;
// ...
fixed4 frag (v2f i) : SV_Target
{
float softParticleAlpha = 1.0;
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
softParticleAlpha = saturate(_InvFade * (sceneZ - partZ));
#endif
float inputAlpha = i.color.a;
half mainTextureAlpha = tex2D(_MainTex, i.texcoord).a;
half4 distortionTextureColour = tex2D(_DistTex, i.texcoord);
//distortionTextureColour.rg *= distortionTextureColour.b;
half2 distortion = UnpackNormal(distortionTextureColour).rg;
i.uvgrab.xy += distortion * _Distortion;
fixed4 grabPassTextureColourDistorted = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
fixed4 col = grabPassTextureColourDistorted;
col.a = inputAlpha * mainTextureAlpha * softParticleAlpha * _Opacity;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
}