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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Suimono2/particle_Alpha" {
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
}
Category {
Tags { "Queue"="Overlay+22" "IgnoreProjector"="True"}
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Lighting Off
ZWrite Off
Fog{Mode Off}
BindChannels {
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}
SubShader {
Pass {
Tags{ "LightMode" = "ForwardBase" }
Lighting On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest alpha
#pragma multi_compile_particles
#include "UnityCG.cginc"
#include "AutoLight.cginc"
sampler2D _MainTex;
float4 _TintColor;
uniform float4 _LightColor0;
struct appdata_t {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
LIGHTING_COORDS(3,4)
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.color = o.color * _LightColor0;
return o;
}
sampler2D _CameraDepthTexture;
float _InvFade;
half4 frag (v2f i) : COLOR
{
half la = LIGHT_ATTENUATION(i);
return 1.0f * _TintColor * i.color * tex2D(_MainTex, i.texcoord) * la;
}
ENDCG
}
}
// ---- Dual texture cards
SubShader {
Pass {
SetTexture [_MainTex] {
constantColor [_TintColor]
combine constant * primary
}
SetTexture [_MainTex] {
combine texture * previous DOUBLE
}
}
}
// ---- Single texture cards (does not do color tint)
SubShader {
Pass {
SetTexture [_MainTex] {
combine texture * primary
}
}
}
}
}