WXMC/.svn/pristine/6c/6c77f95678e33956d7eedffeaa0c560f30e033b1.svn-base

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2024-12-04 16:18:46 +08:00
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "QFX/ProjectilesFX/Particles Cutout"
{
Properties
{
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
[Enum(UnityEngine.Rendering.BlendMode)]_SrcBlend("SrcBlend", Int) = 5
[Enum(UnityEngine.Rendering.BlendMode)]_DstBlend("DstBlend", Int) = 10
_EmissiveMultiply("Emissive Multiply", Float) = 1
_NoiseTexture("Noise Texture", 2D) = "white" {}
_Cutout("Cutout", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
Category
{
SubShader
{
LOD 0
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend [_SrcBlend] [_DstBlend]
ColorMask RGB
Cull Off
Lighting Off
ZWrite Off
ZTest LEqual
Pass {
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile_particles
#pragma multi_compile_fog
#define ASE_NEEDS_FRAG_COLOR
#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)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if UNITY_VERSION >= 560
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
#else
uniform sampler2D_float _CameraDepthTexture;
#endif
//Don't delete this comment
// uniform sampler2D_float _CameraDepthTexture;
uniform sampler2D _MainTex;
uniform fixed4 _TintColor;
uniform float4 _MainTex_ST;
uniform float _InvFade;
uniform int _DstBlend;
uniform int _SrcBlend;
uniform float _EmissiveMultiply;
uniform sampler2D _NoiseTexture;
SamplerState sampler_NoiseTexture;
uniform float4 _NoiseTexture_ST;
uniform float _Cutout;
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);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = v.texcoord;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag ( v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( i );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex );
float4 temp_output_6_0 = ( _TintColor * tex2DNode1 * i.color * unity_ColorSpaceDouble );
float temp_output_9_0 = (temp_output_6_0).a;
float4 appendResult11 = (float4(( _EmissiveMultiply * (temp_output_6_0).rgb ) , temp_output_9_0));
float4 texCoord42 = i.texcoord;
texCoord42.xy = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv_NoiseTexture = i.texcoord.xy * _NoiseTexture_ST.xy + _NoiseTexture_ST.zw;
float3 texCoord28 = i.texcoord.xyz;
texCoord28.xy = i.texcoord.xyz.xy * float2( 1,1 ) + float2( 0,0 );
clip( ( tex2DNode1.a * tex2D( _NoiseTexture, ( texCoord42.w + uv_NoiseTexture ) ).r ) - ( texCoord28.z + _Cutout ));
fixed4 col = appendResult11;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
CustomEditor "ASEMaterialInspector"
}
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