141 lines
3.2 KiB
Plaintext
141 lines
3.2 KiB
Plaintext
Shader "Mirza Beig/Particles/Intersection Highlight/Alpha Blended" {
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Properties {
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_TintColor ("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
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_highlightColour ("Highlight Colour", Color) = (1.0, 1.0, 1.0, 1.0)
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_MainTex ("Particle Texture", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01, 32.0)) = 32.0
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_highlightEdgeThreshold ("Highlight Edge Threshold", Range(0.0, 32.0)) = 1.0
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_highlightColourStrength ("Highlight Colour Strength", Range(0.0, 32.0)) = 1.0
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaTest Greater .01
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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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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 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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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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float2 texcoord : TEXCOORD0;
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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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UNITY_FOG_COORDS(1)
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float4 uv_depth : TEXCOORD2;
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv_depth = ComputeScreenPos(o.vertex);
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COMPUTE_EYEDEPTH(o.uv_depth.z);
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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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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uniform float4 _highlightColour;
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uniform float _highlightColourStrength;
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uniform float _highlightEdgeThreshold;
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fixed4 frag (v2f i) : SV_Target
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{
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// Get texture colour.
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float4 texColour = tex2D(_MainTex, i.texcoord);
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// Tint.
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fixed4 colour = _TintColor * texColour;
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//
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_highlightColour *= texColour;
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// Scene depth.
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//float sceneZ = LinearEyeDepth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.uv_depth)).r);
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float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.uv_depth)));
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// Distance to the camera.
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float partZ = i.uv_depth.z;
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// Depth and this object's values close together = intersection.
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float dist01 = (abs(sceneZ - partZ)) / _highlightEdgeThreshold;
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// Attenuate highlight based on difference.
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if (dist01 <= 1.0f)
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{
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colour = lerp(_highlightColour * _highlightColourStrength, colour, dist01);
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}
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#ifdef SOFTPARTICLES_ON
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// Soft particles (soft factor).
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// "Comparing depth values of the particle with depth values of world geometry (in view space)." - Special Effects with Depth (Siggraph, 2011).
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// float softFactor = saturate((depthEye - zEye) * fade)
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// Inverse fade: 0.0f = off.
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float fade = saturate(_InvFade * (sceneZ - partZ));
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colour.a *= fade;
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#endif
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// Input colour.
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colour *= i.color * 2.0f;
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// Fog towards actual fog colour (alpha blending).
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UNITY_APPLY_FOG(i.fogCoord, colour);
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return colour;
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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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