batteryDiagnosis/Assets/3rdParty/Sci-Fi VFX/Shaders/SF_VFX_ScanCutter.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "QFX/SF_VFX/ScanCutter" {
Properties{
[HDR]_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_InvFade("Soft Particles Factor", Float) = 1.0
}
Category{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
fixed4 _TintColor;
float _POW;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#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);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
float4 frag(v2f i) : SV_Target
{
float fade = 0;
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
fade = saturate(_InvFade * (sceneZ - partZ));
#endif
float4 col = 2.0f * i.color * _TintColor * (1 - fade);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
col.a = saturate(col.a);
return col;
}
ENDCG
}
}
}
}