// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "TENKOKU/fx_Particle_Lit" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _NightFac ("Night Factor", Range(0.0,1.0)) = 0.1 _LightFac ("Light Factor", Range(0.0,1.0)) = 1.0 _LightningFac ("Lightning Factor", Range(0.0,1.0)) = 1.0 _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 _OverBright("Overbright", Range(0.0,5.0)) = 1.0 } Category { //Tags { "Queue"="Geometry+1" "IgnoreProjector"="True" "RenderType"="Opaque" } //Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" } //Blend SrcAlpha OneMinusSrcAlpha //Cull Off Lighting Off ZWrite Off Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha //AlphaTest Greater .01 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" sampler2D _MainTex; fixed4 _TintColor; //float4 _TenkokuAmbientColor; //float _Tenkoku_Ambient; float4 _Tenkoku_overcastColor; float _Tenkoku_Ambient; float _Tenkoku_AmbientGI; float _LightFac,_LightningFac; float _NightFac; float _OverBright; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD1; 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); o.uv = v.texcoord.xy; //o.uv_depth = v.texcoord.xy; return o; } sampler2D _Tenkoku_SkyTex; sampler2D_float _CameraDepthTexture; float _InvFade; float Tenkoku_LightningLightIntensity; 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 fixed4 origColor = i.color * tex2D(_MainTex, i.texcoord); fixed4 col = _TintColor * origColor; col.a = col.a * 3; UNITY_APPLY_FOG(i.fogCoord, col); //lit fog col.rgb = col.rgb * lerp(1.0,_Tenkoku_AmbientGI,_LightFac); col.rgb = lerp(col.rgb,tex2D(_Tenkoku_SkyTex, i.uv).rgb,0.04); col.rgb = col.rgb * lerp(1,0.35,_Tenkoku_overcastColor.a) * _TintColor.rgb; //lightning //col.rgb = max(col.rgb,half3(0.025,0.025,0.025)) + Tenkoku_LightningLightIntensity * 2 * _LightningFac; col.rgb = max(col.rgb,(origColor.rgb*_NightFac).rgb) + Tenkoku_LightningLightIntensity * 2 * _LightningFac; col.rgb *= _OverBright; //col.a = max(0,col.a); //col.rgb = max(col.rgb,half3(0.5,0.5,0.5)); //col.a = partZ*col.a; return col; } ENDCG } } } }