// 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" } /*ASEBEGIN Version=18500 25.6;263.2;952;548;831.5482;252.2748;1.213416;True;False Node;AmplifyShaderEditor.TemplateShaderPropertyNode;2;-795.2956,-94.87796;Inherit;False;0;0;_MainTex;Shader;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 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