GQ_Communicate/GQ_TongXin/Assets/Obi/Resources/ObiMaterials/LitParticles.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Particles/Alpha Blended Premultiply Lit" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode"="ForwardBase"}
Blend One OneMinusSrcAlpha
ColorMask RGB
Cull Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma target 3.0
#include "UnityCG.cginc"
#include "Lighting.cginc"
// compile shader into multiple variants, with and without shadows
// (we don't care about any lightmaps yet, so skip these variants)
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
sampler2D _MainTex;
sampler2D _ShadowMapTexture;
fixed4 _TintColor;
struct appdata_t {
float4 pos : POSITION;
float4 normal: NORMAL;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
fixed3 diff : COLOR1;
float2 texcoord : TEXCOORD0;
//#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
//#endif
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
o.projPos = ComputeScreenPos (o.pos);
#ifdef SOFTPARTICLES_ON
//o.projPos = ComputeScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
// do shadowmapping here:
float4 f = UNITY_PROJ_COORD(o.projPos);
half shadow = tex2Dlod(_ShadowMapTexture, float4(f.xy/f.w,0,0));
//shadow = f.z/f.w > shadow?0:1;//_LightShadowData.r + shadow * (1-_LightShadowData.r);
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
o.diff = nl * _LightColor0 * shadow + ShadeSH9(half4(worldNormal,1));
return o;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
i.color.rgb *= i.diff;
return i.color * tex2D(_MainTex, i.texcoord) * i.color.a;
}
ENDCG
}
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}
}