137 lines
3.1 KiB
Plaintext
137 lines
3.1 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Effects/Distortion/ParticlesCutOut" {
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Properties {
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_TintColor ("Tint Color", Color) = (1,1,1,1)
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_MainTex ("Base (RGB) Gloss (A)", 2D) = "black" {}
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_CutOut ("CutOut (A)", 2D) = "black" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_ColorStrength ("Color Strength", Float) = 1
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_BumpAmt ("Distortion", Float) = 10
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_InvFade ("Soft Particles Factor", Range(0,10)) = 1.0
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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Lighting Off
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ZWrite Off
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Fog { Mode Off}
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SubShader {
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GrabPass {
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Name "BASE"
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Tags { "LightMode" = "Always" }
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}
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Pass {
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Name "BASE"
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Tags { "LightMode" = "Always" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_particles
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvbump : TEXCOORD1;
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float2 uvmain : TEXCOORD2;
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float2 uvcutout : TEXCOORD3;
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fixed4 color : COLOR;
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD4;
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#endif
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};
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sampler2D _MainTex;
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sampler2D _CutOut;
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sampler2D _BumpMap;
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float _BumpAmt;
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float _ColorStrength;
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sampler2D _GrabTexture;
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float4 _GrabTexture_TexelSize;
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fixed4 _TintColor;
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float4 _BumpMap_ST;
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float4 _MainTex_ST;
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float4 _CutOut_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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#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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o.color = v.color;
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.w;
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o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
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o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
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o.uvcutout = TRANSFORM_TEX( v.texcoord, _CutOut );
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return o;
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}
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sampler2D _CameraDepthTexture;
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float _InvFade;
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half4 frag( v2f i ) : COLOR
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{
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#ifdef SOFTPARTICLES_ON
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if(_InvFade > 0.0001) {
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float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color.a *= fade;
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}
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#endif
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// calculate perturbed coordinates
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half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg;
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float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
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i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
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half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
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//half4 tint = tex2D( _MainTex, i.uvmain );
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//return col * tint;
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fixed4 tex = tex2D(_MainTex, i.uvmain) * i.color;
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fixed4 cut = tex2D(_CutOut, i.uvcutout) * i.color;
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fixed4 emission = col * i.color + tex * _ColorStrength * _TintColor;
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emission.a = _TintColor.a * i.color.a * (cut.a);
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return emission;
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}
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ENDCG
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}
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}
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SubShader {
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Blend DstColor Zero
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Pass {
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Name "BASE"
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SetTexture [_MainTex] { combine texture }
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}
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}
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}
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}
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