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

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Shader "Obi/Particles" {
Properties {
_Color ("Particle color", Color) = (1,1,1,1)
}
SubShader {
Pass {
Name "ParticleFwdBase"
Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" "LightMode" = "ForwardBase"}
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fwdbase
#include "ObiParticles.cginc"
struct vin{
float4 vertex : POSITION;
float3 corner : NORMAL;
fixed4 color : COLOR;
float3 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float3 texcoord : TEXCOORD0;
float3 lightDir : TEXCOORD1;
float4 viewpos : TEXCOORD2;
LIGHTING_COORDS(3,4)
};
v2f vert(vin v)
{
v2f o;
// particle positions are passed in world space, no need to use modelview matrix, just view.
o.viewpos = mul(UNITY_MATRIX_V, v.vertex) + float4(v.corner.x, v.corner.y, 0, 0) * v.corner.z; // multiply by size.
o.pos = mul(UNITY_MATRIX_P, o.viewpos);
o.texcoord = float3(v.corner.x*0.5+0.5, v.corner.y*0.5+0.5, v.corner.z);
o.color = v.color;
o.lightDir = mul ((float3x3)UNITY_MATRIX_MV, ObjSpaceLightDir(v.vertex));
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 _Color;
fixed4 _LightColor0;
fout frag(v2f i)
{
fout fo;
fo.color = half4(0,0,0,1);
// generate sphere normals:
float3 n = BillboardSphereNormals(i.texcoord);
// update fragment position:
float sphereRadius = i.texcoord.z;
float4 pixelPos = float4(i.viewpos + n * sphereRadius, 1.0f);
// clip space position:
float4 pos = mul(UNITY_MATRIX_P,pixelPos);
// simple lighting: ambient
half3 amb = SampleSphereAmbient(n,pixelPos);
// simple lighting: diffuse
float ndotl = saturate( dot( n, normalize(i.lightDir) ) );
UNITY_LIGHT_ATTENUATION(atten,i,0);
// final lit color:
fo.color.rgb = _Color * i.color * (_LightColor0 * ndotl * atten + amb);
// normalized device coordinates:
fo.depth = pos.z/pos.w;
// in openGL calculated depth range is <-1,1> map it to <0,1>
#if SHADER_API_OPENGL || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3
fo.depth = 0.5*fo.depth + 0.5;
#endif
return fo;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
Offset 1, 1
Fog {Mode Off}
ZWrite On ZTest LEqual
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#include "ObiParticles.cginc"
struct vin{
float4 vertex : POSITION;
float3 corner : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float3 texcoord : TEXCOORD0;
float4 viewpos : TEXCOORD1;
};
sampler3D _DitherMaskLOD;
v2f vert( vin v , out float4 outpos : SV_POSITION )// clip space position output
{
v2f o;
o.viewpos = mul(UNITY_MATRIX_V, v.vertex) + float4(v.corner.x, v.corner.y, 0, 0) * v.corner.z;
outpos = mul(UNITY_MATRIX_P, o.viewpos);
o.texcoord = float3(v.corner.x*0.5+0.5, v.corner.y*0.5+0.5, v.corner.z);
return o;
}
fout frag( v2f i , UNITY_VPOS_TYPE vpos : VPOS)
{
fout fo;
float3 n = BillboardSphereNormals(i.texcoord);
// update fragment position:
float sphereRadius = i.texcoord.z;
float4 pixelPos = float4(i.viewpos + n * sphereRadius, 1.0f);
// project camera space position.
float4 pos = UnityApplyLinearShadowBias( mul(UNITY_MATRIX_P,pixelPos) );
fo.color = pos.z/pos.w; //similar to what SHADOW_CASTER_FRAGMENT does in case there's no depth buffer.
fo.depth = pos.z/pos.w;
// in openGL calculated depth range is <-1,1> map it to <0,1>
#if SHADER_API_OPENGL || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3
fo.depth = fo.depth*0.5+0.5;
#endif
// Use dither mask for alpha blended shadows, based on pixel position xy
// and alpha level. Our dither texture is 4x4x16.
float alpha = 1.0f; //TODO: give user control over this.
half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,alpha*0.9375)).a;
clip (alphaRef - 0.01);
return fo;
}
ENDCG
}
}
FallBack "Diffuse"
}