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