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