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

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Shader "Mirza Beig/Particles/Alpha Cutoff/Alpha Blended"
{
Properties
{
_TintColor("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
_MainTex("Particle Texture", 2D) = "white" {}
_InvFade("Soft Particles Factor", Range(0.01, 8.0)) = 1.0
_alphaCutoffThreshold("Alpha Cutoff Threshold", Range(-1.0, 1.0)) = 0.125
[MaterialToggle] _textureBased("Texture Based", Float) = 0.0
}
Category
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest Greater .01
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
UNITY_FOG_COORDS(2)
};
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
uniform float _alphaCutoffThreshold;
uniform float _textureBased;
fixed4 frag(v2f i) : SV_Target
{
// Get texture colour.
float4 texColour = tex2D(_MainTex, i.texcoord);
// Tint.
fixed4 colour = _TintColor * texColour;
#ifdef SOFTPARTICLES_ON
// Scene depth.
//float sceneZ = LinearEyeDepth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)).r);
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
// Distance to the camera.
float partZ = i.projPos.z;
// Soft particles (soft factor).
// "Comparing depth values of the particle with depth values of world geometry (in view space)." - Special Effects with Depth (Siggraph, 2011).
// float softFactor = saturate((depthEye - zEye) * fade)
// Inverse fade: 0.0f = off.
float fade = saturate(_InvFade * (sceneZ - partZ));
colour.a *= fade;
#endif
// Input colour.
colour *= i.color * 2.0f;
// Alpha test. Automatic cutoff inversion detection.
// Could use an if-statement, but I think that's slower?
float alphaCutoffSign = sign(_alphaCutoffThreshold);
clip(alphaCutoffSign * ((!_textureBased ? colour.a : texColour.a) - _alphaCutoffThreshold * alphaCutoffSign));
// Fog towards nothing.
UNITY_APPLY_FOG(i.fogCoord, colour);
return colour;
}
ENDCG
}
}
}
}