179 lines
4.6 KiB
Plaintext
179 lines
4.6 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Effect/Effect Add"
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{
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Properties
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{
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_TintColor ("Main Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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_CutTex ("Cutout (A)", 2D) = "white" {}
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_MainRotation("Main Rotation", Float) = 0.0
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_CutRotation("Cut Rotation",Float) = 0.0
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_UVScrollX("Main UV X Scroll",Float) = 0.0
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_UVScrollY("Main UV Y Scroll",Float) = 0.0
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_UVCutScrollX("Cut UV X Scroll",Float) = 0.0
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_UVCutScrollY("Cut UV Y Scroll",FLoat) = 0.0
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_UVMirrorX("UV Mirror X", Range(0.0,1.0)) = 0.0
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_UVMirrorY("UV Mirror Y", Range(0.0,1.0)) = 0.0
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_EmissionGain ("Emission Gain", Range(0, 1)) = 0.0
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha One
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#pragma shader_feature Enable_AlphaMask
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#pragma shader_feature Enable_UVRotation
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#pragma shader_feature Enable_UVScroll
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#pragma shader_feature Enable_UVMirror
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#pragma shader_feature Enable_Bloom
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _CutTex;
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float4 _MainTex_ST;
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float4 _CutTex_ST;
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fixed4 _TintColor;
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float _Cutoff;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f
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{
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half4 vertex : SV_POSITION;
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half2 uv_MainTex: TEXCOORD0;
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#ifdef Enable_AlphaMask
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half2 uv_CutOut : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD3;
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#endif
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#else
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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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#endif
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fixed4 color : COLOR;
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};
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#ifdef Enable_UVRotation
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float _MainRotation;
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float _CutRotation;
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#endif
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#ifdef Enable_UVScroll
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float _UVScrollX;
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float _UVScrollY;
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float _UVCutScrollX;
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float _UVCutScrollY;
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#endif
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#ifdef Enable_UVMirror
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float _UVMirrorX;
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float _UVMirrorY;
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#endif
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(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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#ifdef Enable_UVMirror
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float2 t = v.uv;
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float2 len = {_UVMirrorX,_UVMirrorY};
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float2 mirrorTextCoords = abs(t - len);
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#else
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float2 mirrorTextCoords = v.uv;
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#endif
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#ifdef Enable_UVScroll
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float2 scroll = float2(_UVScrollX, _UVScrollY) * _Time.y;
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o.uv_MainTex = (mirrorTextCoords.xy + scroll) * _MainTex_ST.xy + _MainTex_ST.zw;
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#else
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o.uv_MainTex = mirrorTextCoords.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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#endif
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#ifdef Enable_UVRotation
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o.uv_MainTex.xy -= 0.5;
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float s = sin(radians(_MainRotation));
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float c = cos(radians(_MainRotation));
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float2x2 rotationMatrix = float2x2(c, -s, s, c);
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o.uv_MainTex.xy = mul(o.uv_MainTex.xy, rotationMatrix);
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o.uv_MainTex.xy += 0.5;
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#endif
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#ifdef Enable_AlphaMask
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#ifdef Enable_UVScroll
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scroll = float2(_UVCutScrollX, _UVCutScrollY) * _Time.y;
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o.uv_CutOut = (v.uv + scroll) * _CutTex_ST.xy + _CutTex_ST.zw;
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#else
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o.uv_CutOut = v.uv * _CutTex_ST.xy + _CutTex_ST.zw;
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#endif
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#ifdef Enable_UVRotation
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o.uv_CutOut.xy -= 0.5;
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s = sin(radians(_CutRotation));
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c = cos(radians(_CutRotation));
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rotationMatrix = float2x2(c, -s, s, c);
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o.uv_CutOut.xy = mul(o.uv_CutOut.xy, rotationMatrix);
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o.uv_CutOut.xy += 0.5;
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#endif
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#endif
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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sampler2D_float _CameraDepthTexture;
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float _InvFade;
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float _EmissionGain;
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half4 frag(v2f i) : SV_Target
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{
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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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#ifdef Enable_Bloom
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fixed4 c = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.uv_MainTex) * (exp(_EmissionGain * 5.0f));
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#else
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fixed4 c = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.uv_MainTex);
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#endif
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#ifdef Enable_AlphaMask
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fixed4 ca = tex2D(_CutTex, i.uv_CutOut);
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c.a *= ca.a;
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c = ca.a >= _Cutoff ? c : 0;
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#endif
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UNITY_APPLY_FOG_COLOR(i.fogCoord, c, fixed4(0,0,0,0)); // fog towards black due to our blend mode
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return c;
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}
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ENDCG
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}
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}
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Fallback "Transparent/VertexLit"
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CustomEditor "ShaderMaterialsEditor"
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} |