181 lines
7.5 KiB
Plaintext
181 lines
7.5 KiB
Plaintext
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "QFX/ProjectilesFX/Particles"
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{
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Properties
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{
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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[Enum(UnityEngine.Rendering.BlendMode)]_SrcBlend("SrcBlend", Int) = 5
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[Enum(UnityEngine.Rendering.BlendMode)]_DstBlend("DstBlend", Int) = 10
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_EmissiveMultiply("Emissive Multiply", Float) = 1
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_OpacityMultiply("Opacity Multiply", Float) = 1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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Category
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{
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SubShader
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{
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LOD 0
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend [_SrcBlend] [_DstBlend]
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ColorMask RGB
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest LEqual
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Pass {
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_instancing
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#define ASE_NEEDS_FRAG_COLOR
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#if UNITY_VERSION >= 560
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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#else
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uniform sampler2D_float _CameraDepthTexture;
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#endif
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//Don't delete this comment
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// uniform sampler2D_float _CameraDepthTexture;
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uniform sampler2D _MainTex;
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uniform fixed4 _TintColor;
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uniform float4 _MainTex_ST;
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uniform float _InvFade;
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uniform int _DstBlend;
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uniform int _SrcBlend;
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uniform float _EmissiveMultiply;
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uniform float _OpacityMultiply;
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v2f vert ( appdata_t v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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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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o.texcoord = v.texcoord;
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag ( v2f i ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( i );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_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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#endif
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float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float4 temp_output_6_0 = ( _TintColor * tex2D( _MainTex, uv_MainTex ) * i.color * unity_ColorSpaceDouble );
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float4 appendResult11 = (float4(( _EmissiveMultiply * (temp_output_6_0).rgb ) , saturate( ( (temp_output_6_0).a * _OpacityMultiply ) )));
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fixed4 col = appendResult11;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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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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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18500
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526.4;252.8;952;548;2340.43;876.0764;2.867286;True;False
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Node;AmplifyShaderEditor.TemplateShaderPropertyNode;2;-1172.291,-120.6237;Inherit;False;0;0;_MainTex;Shader;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorSpaceDouble;26;-368.2641,132.006;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TemplateShaderPropertyNode;4;-577.5504,-419.3011;Inherit;False;0;0;_TintColor;Shader;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;1;-988.0105,-142.42;Inherit;True;Property;_TextureSample0;Texture Sample 0;0;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.VertexColorNode;5;-642.0381,170.3069;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;-238.5061,-115.3267;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.ComponentMaskNode;9;-10.45271,-46.19868;Inherit;False;False;False;False;True;1;0;COLOR;0,0,0,0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;16;-51.60943,95.66205;Inherit;False;Property;_OpacityMultiply;Opacity Multiply;3;0;Create;True;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;17;179.3525,16.21677;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ComponentMaskNode;8;54.08418,-133.834;Inherit;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RangedFloatNode;12;91.3055,-292.1298;Inherit;False;Property;_EmissiveMultiply;Emissive Multiply;2;0;Create;True;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SaturateNode;10;306.7094,-32.51043;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.CommentaryNode;21;-888.6321,-449.778;Inherit;False;222.385;257.1656;Custom Blending;2;19;20;;1,0,0,1;0;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;7;477.6564,-298.0962;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.IntNode;20;-838.1912,-397.6119;Inherit;False;Property;_SrcBlend;SrcBlend;0;1;[Enum];Create;True;0;1;UnityEngine.Rendering.BlendMode;True;0;False;5;5;0;1;INT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;11;734.5671,-122.9821;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.IntNode;19;-840.7595,-311.9804;Inherit;False;Property;_DstBlend;DstBlend;1;1;[Enum];Create;True;0;1;UnityEngine.Rendering.BlendMode;True;0;False;10;10;0;1;INT;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;32;900.8318,-124.5001;Float;False;True;-1;2;ASEMaterialInspector;0;7;QFX/ProjectilesFX/Particles;0b6a9f8b4f707c74ca64c0be8e590de0;True;SubShader 0 Pass 0;0;0;SubShader 0 Pass 0;2;True;2;5;True;20;10;True;19;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;2;False;-1;True;True;True;True;False;0;False;-1;False;False;False;False;True;2;False;-1;True;3;False;-1;False;True;4;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;0;;0;0;Standard;0;0;1;True;False;;False;0
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WireConnection;1;0;2;0
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WireConnection;6;0;4;0
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WireConnection;6;1;1;0
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WireConnection;6;2;5;0
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WireConnection;6;3;26;0
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WireConnection;9;0;6;0
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WireConnection;17;0;9;0
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WireConnection;17;1;16;0
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WireConnection;8;0;6;0
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WireConnection;10;0;17;0
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WireConnection;7;0;12;0
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WireConnection;7;1;8;0
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WireConnection;11;0;7;0
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WireConnection;11;3;10;0
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WireConnection;32;0;11;0
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ASEEND*/
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//CHKSM=FE6E0DBCF91887F99CB020075F2A404DEC0996F1 |