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