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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/Explosion" {
Properties {
_TintColorR ("Tint Color R (Core)", Color) = (0.5,0.5,0.5,1)
_TintColorG ("Tint Color G (Glow)", Color) = (0.5,0.5,0.5,1)
_TintColorB ("Tint Color B (Shadow)", Color) = (0.5,0.5,0.5,1)
_ColorStrR ("Color R strength", Range(0.01,4.0)) = 1.0
_ColorStrG ("Color G strength", Range(0.01,4.0)) = 1.0
_ColorStrB ("Color B strength", Range(0.01,4.0)) = 1.0
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category {Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
Cull Off
Lighting Off
ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColorR;
fixed4 _TintColorG;
fixed _ColorStrR;
fixed _ColorStrG;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
fixed alpha = saturate(lerp(-0.5, 1, v.color.a));
o.color.a = alpha;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
sampler2D _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : COLOR
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
fixed4 tex = tex2D(_MainTex, i.texcoord);
return (i.color * _TintColorR * tex.r * _ColorStrR + i.color * _TintColorG * tex.g * _ColorStrG)*tex.a;
}
ENDCG
}
Pass {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off Lighting Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColorB;
fixed _ColorStrB;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
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 = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
sampler2D _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : COLOR
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
fixed4 tex = tex2D(_MainTex, i.texcoord);
return (i.color * tex.b * _TintColorB * _ColorStrB)*tex.a;
}
ENDCG
}
}
}
}