NewN_UAVPlane/Assets/3rdParty/TENKOKU - DYNAMIC SKY/SHADERS/Tenkoku_planet.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "TENKOKU/planet_shader" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category {
//Tags { "Queue"="Overlay+8" }
//Tags {"Queue"="Background-5"}
Tags {"Queue"="Background+1603"}
//Blend SrcAlpha OneMinusSrcAlpha
AlphaTest Greater .03
//Blend OneMinusDstColor SrcAlpha
//Blend SrcAlpha OneMinusSrcAlpha // Alpha blending
Blend SrcAlpha One
//Blend One One
//Blend One One // Additive
//Blend OneMinusDstColor One // Soft Additive
//Blend DstColor Zero // Multiplicative
//BlendOp Sub
//Blend SrcAlpha One
//BlendOp Max
//ColorMask B
Cull Back Lighting On Fog {Mode Off}
//ZTest Less
//ZTest Greater
ZWrite Off
Offset 1,960500
Stencil {
Ref 2
Comp Greater
Pass Replace
Fail Keep
ZFail Replace
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest nofog
//#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
//#ifdef SOFTPARTICLES_ON
//float4 projPos : TEXCOORD1;
//#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);
return o;
}
sampler2D _CameraDepthTexture;
float _InvFade;
half4 frag (v2f i) : SV_Target
{
//#ifdef SOFTPARTICLES_ON
//float sceneZ = LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)).r);
//float partZ = i.projPos.x;
//float fade = saturate (sceneZ);
//i.color.a = saturate(fade*0.1);
//#endif
i.color *= 3.0 * _TintColor * tex2D(_MainTex, i.texcoord);
return i.color;
}
ENDCG
}
}
}
}