127 lines
3.4 KiB
Plaintext
127 lines
3.4 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "TENKOKU/fx_Particle_Lit" {
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Properties {
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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_NightFac ("Night Factor", Range(0.0,1.0)) = 0.1
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_LightFac ("Light Factor", Range(0.0,1.0)) = 1.0
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_LightningFac ("Lightning Factor", Range(0.0,1.0)) = 1.0
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_OverBright("Overbright", Range(0.0,5.0)) = 1.0
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}
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Category {
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//Tags { "Queue"="Geometry+1" "IgnoreProjector"="True" "RenderType"="Opaque" }
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//Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" }
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//Blend SrcAlpha OneMinusSrcAlpha
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//Cull Off Lighting Off ZWrite Off
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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//AlphaTest Greater .01
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ColorMask RGB
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Cull Off Lighting 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 multi_compile_fog
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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//float4 _TenkokuAmbientColor;
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//float _Tenkoku_Ambient;
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float4 _Tenkoku_overcastColor;
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float _Tenkoku_Ambient;
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float _Tenkoku_AmbientGI;
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float _LightFac,_LightningFac;
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float _NightFac;
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float _OverBright;
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struct appdata_t {
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float4 vertex : POSITION;
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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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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD1;
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UNITY_FOG_COORDS(1)
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//#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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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.vertex = UnityObjectToClipPos(v.vertex);
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//#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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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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UNITY_TRANSFER_FOG(o,o.vertex);
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o.uv = v.texcoord.xy;
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//o.uv_depth = v.texcoord.xy;
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return o;
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}
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sampler2D _Tenkoku_SkyTex;
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sampler2D_float _CameraDepthTexture;
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float _InvFade;
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float Tenkoku_LightningLightIntensity;
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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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fixed4 origColor = i.color * tex2D(_MainTex, i.texcoord);
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fixed4 col = _TintColor * origColor;
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col.a = col.a * 3;
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UNITY_APPLY_FOG(i.fogCoord, col);
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//lit fog
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col.rgb = col.rgb * lerp(1.0,_Tenkoku_AmbientGI,_LightFac);
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col.rgb = lerp(col.rgb,tex2D(_Tenkoku_SkyTex, i.uv).rgb,0.04);
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col.rgb = col.rgb * lerp(1,0.35,_Tenkoku_overcastColor.a) * _TintColor.rgb;
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//lightning
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//col.rgb = max(col.rgb,half3(0.025,0.025,0.025)) + Tenkoku_LightningLightIntensity * 2 * _LightningFac;
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col.rgb = max(col.rgb,(origColor.rgb*_NightFac).rgb) + Tenkoku_LightningLightIntensity * 2 * _LightningFac;
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col.rgb *= _OverBright;
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//col.a = max(0,col.a);
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//col.rgb = max(col.rgb,half3(0.5,0.5,0.5));
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//col.a = partZ*col.a;
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return col;
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}
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ENDCG
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}
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}
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}
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}
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