_xiaofang/xiaofang/Assets/Obi/Editor/Resources/EditorParticle.shader
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

61 lines
1.7 KiB
Plaintext

Shader "Obi/EditorPoint"
{
SubShader
{
Blend One OneMinusSrcAlpha
ZWrite Off
ZTest always
Cull Back
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 corner : NORMAL;
fixed4 color : COLOR;
float4 t0 : TEXCOORD0; // ellipsoid t1 vector
};
struct v2f
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
// particle positions are passed in world space, no need to use modelview matrix, just view.
float radius = v.t0.w * distance(mul(unity_ObjectToWorld, v.vertex), _WorldSpaceCameraPos);
float4 viewpos = mul(UNITY_MATRIX_V, v.vertex) + float4(v.corner.x, v.corner.y, 0, 0) * radius;
o.pos = mul(UNITY_MATRIX_P, viewpos);
o.texcoord = float3(v.corner.x*0.5, v.corner.y*0.5, radius);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// antialiased circle:
float dist = length(i.texcoord);
float pwidth = fwidth(dist);
float alpha = i.color.a * saturate((0.5 - dist) / pwidth);
return fixed4(i.color.rgb * alpha, alpha);
}
ENDCG
}
}
}