UPF/Assets/NEW VFX TO CHECK/Shaders/Particles/Intersection Highlight/IntersectionHighlight-Alpha.shader

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Shader "Mirza Beig/Particles/Intersection Highlight/Alpha Blended" {
Properties {
_TintColor ("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
_highlightColour ("Highlight Colour", Color) = (1.0, 1.0, 1.0, 1.0)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 32.0)) = 32.0
_highlightEdgeThreshold ("Highlight Edge Threshold", Range(0.0, 32.0)) = 1.0
_highlightColourStrength ("Highlight Colour Strength", Range(0.0, 32.0)) = 1.0
}
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;
UNITY_FOG_COORDS(1)
float4 uv_depth : TEXCOORD2;
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv_depth = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.uv_depth.z);
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 float4 _highlightColour;
uniform float _highlightColourStrength;
uniform float _highlightEdgeThreshold;
fixed4 frag (v2f i) : SV_Target
{
// Get texture colour.
float4 texColour = tex2D(_MainTex, i.texcoord);
// Tint.
fixed4 colour = _TintColor * texColour;
//
_highlightColour *= texColour;
// Scene depth.
//float sceneZ = LinearEyeDepth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.uv_depth)).r);
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.uv_depth)));
// Distance to the camera.
float partZ = i.uv_depth.z;
// Depth and this object's values close together = intersection.
float dist01 = (abs(sceneZ - partZ)) / _highlightEdgeThreshold;
// Attenuate highlight based on difference.
if (dist01 <= 1.0f)
{
colour = lerp(_highlightColour * _highlightColourStrength, colour, dist01);
}
#ifdef SOFTPARTICLES_ON
// 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;
// Fog towards actual fog colour (alpha blending).
UNITY_APPLY_FOG(i.fogCoord, colour);
return colour;
}
ENDCG
}
}
}
}