NewN_UAVPlane/Assets/3rdParty/TENKOKU - DYNAMIC SKY/SHADERS/Tenkoku_fx_particle_lightni...

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "TENKOKU/fx_Particle_Lightning" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_LightFac ("LightFactor", Range(0.0,1.0)) = 1.0
_LightningFac ("LightningFactor", Range(0.0,1.0)) = 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"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" }
//Tags {"Queue"="Geometry"}
//Blend SrcAlpha OneMinusSrcAlpha
Blend One One
ColorMask RGBA
Cull Off Lighting Off ZWrite Off
//Offset 1,70000
//Tags {"Queue"="Background+1605"}
//Cull Front
//Fog {Mode Off}
//Offset 1,80000
//Blend SrcAlpha OneMinusSrcAlpha
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//#pragma multi_compile_particles
//#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
float _LightFac,_LightningFac;
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);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.uv = v.texcoord.xy;
return o;
}
float Tenkoku_LightningIntensity;
float Tenkoku_LightningLightIntensity;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = i.color * _TintColor * tex2D(_MainTex, i.texcoord);
//lightning
//Tenkoku_LightningIntensity = 1.0;
//Tenkoku_LightningIntensity
//Tenkoku_LightningLightIntensity
col.rgb = col.rgb * _TintColor.rgb * Tenkoku_LightningLightIntensity * lerp(0.5,10,col.b);
col.a = 1.0;//Tenkoku_LightningLightIntensity;
//clip(col.r-0.1);
return col;
}
ENDCG
}
}
}
}