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

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "TENKOKU/star_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"="Background-24"}
Tags {"Queue"="Background+1602"}
//Blend SrcAlpha OneMinusSrcAlpha
Blend One One
Cull Off
Lighting Off
ZWrite Off
Fog {Mode Off}
Colormask RGB
Offset 1,995500
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//#pragma fragmentoption ARB_precision_hint_fastest nofog
//alpha
//#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _TintColor;
float _tenkokuIsLinear;
float4 _TenkokuAmbientColor;
float _Tenkoku_AtmosphereDensity;
float _Tenkoku_Ambient;
float starTypeIndex;
struct appdata_t {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
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);
return o;
}
//sampler2D _CameraDepthTexture;
//float _InvFade;
half4 frag (v2f i) : SV_Target
{
fixed4 col;
col = i.color * 3.0 * _TintColor * tex2D(_MainTex, i.texcoord);
col.rgb *= col.a;
//col.a = 5.0;//starIntensity * starTypeIndex;//5.0;
half gammaFac = lerp(2.2,1.0,_tenkokuIsLinear);
col *= gammaFac;
//col.rgb = i.color;
col = saturate(col);
//col.a *= (1.0-_TenkokuAmbientColor.r);
//col.a -= lerp(0.0,1.0,_Tenkoku_AtmosphereDensity*0.25);
//col.a = saturate(col.a);
col.rgb = col.rgb * (1.0 - saturate(_Tenkoku_Ambient*4));
col.a = 1.0;
//clip(col.a - 0.2);
return col;
}
ENDCG
}
}
}
}