Shader "ERB/Particles/Add_CenterGlow" { Properties { _MainTex("MainTex", 2D) = "white" {} _Noise("Noise", 2D) = "white" {} _Flow("Flow", 2D) = "white" {} _Mask("Mask", 2D) = "white" {} _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) _DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0) _Emission("Emission", Float) = 2 _Color("Color", Color) = (0.5,0.5,0.5,1) [Toggle]_Usecenterglow("Use center glow?", Float) = 0 [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} } Category { SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend One One ColorMask RGB Cull[_CullMode] Lighting Off ZWrite Off ZTest LEqual Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Usecenterglow; uniform float4 _SpeedMainTexUVNoiseZW; uniform sampler2D _Flow; uniform float4 _DistortionSpeedXYPowerZ; uniform float4 _Flow_ST; uniform sampler2D _Mask; uniform float4 _Mask_ST; uniform sampler2D _Noise; uniform float4 _Noise_ST; uniform float4 _Color; uniform float _Emission; v2f vert ( appdata_t v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); v.vertex.xyz += float3( 0, 0, 0 ) ; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = v.texcoord; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag ( v2f i ) : SV_Target { float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex); float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); float3 uv0_Flow = i.texcoord.xyz; uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw; float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy); float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw; float4 tex2DNode33 = tex2D( _Mask, uv_Mask ); float Flowpower102 = _DistortionSpeedXYPowerZ.z; float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) ); float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise); float4 tex2DNode14 = tex2D( _Noise, panner108 ); float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a ); float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx; float4 clampResult38 = clamp( ( tex2DNode33 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); fixed4 col = ( lerp(temp_output_30_0,( temp_output_30_0 * clampResult40 ),_Usecenterglow) * _Emission ); UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,1)); return col; } ENDCG } } } }