OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/Mobile/Mobile-Particle-Alpha-Verte...

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2025-03-24 03:08:22 +00:00
// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
// Simplified VertexLit Blended Particle shader. Differences from regular VertexLit Blended Particle one:
// - no AlphaTest
// - no ColorMask
Shader "Amazing Assets/Curved World/Mobile/Particles/VertexLit Blended"
{
Properties
{
[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0)
_EmisColor ("Emissive Color", Color) = (0.200000,0.200000,0.200000,0.000000)
_MainTex ("Particle Texture", 2D) = "white" { }
}
SubShader
{
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
Pass
{
Tags { "LIGHTMODE"="Vertex" "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
ZWrite Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#pragma multi_compile_fog
#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"
// ES2.0/WebGL can not do loops with non-constant-expression iteration counts :(
#if defined(SHADER_API_GLES)
#define LIGHT_LOOP_LIMIT 8
#else
#define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
#endif
// Some ES3 drivers (e.g. older Adreno) have problems with the light loop
#if defined(SHADER_API_GLES3) && !defined(SHADER_API_DESKTOP) && (defined(SPOT) || defined(POINT))
#define LIGHT_LOOP_ATTRIBUTE UNITY_UNROLL
#else
#define LIGHT_LOOP_ATTRIBUTE
#endif
#define ENABLE_SPECULAR 1
// Compile specialized variants for when positional (point/spot) and spot lights are present
#pragma multi_compile __ POINT SPOT
// Compute illumination from one light, given attenuation
half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, half atten, inout half3 specColor) {
half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
// diffuse
half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
return color * atten;
}
// Compute attenuation & illumination from one light
half3 computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, inout half3 specColor) {
float3 dirToLight = unity_LightPosition[idx].xyz;
half att = 1.0;
#if defined(POINT) || defined(SPOT)
dirToLight -= eyePosition * unity_LightPosition[idx].w;
// distance attenuation
float distSqr = dot(dirToLight, dirToLight);
att /= (1.0 + unity_LightAtten[idx].z * distSqr);
if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range
distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
dirToLight *= rsqrt(distSqr);
#if defined(SPOT)
// spot angle attenuation
half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
att *= saturate(spotAtt);
#endif
#endif
att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, shininess, att, specColor), 1.0);
}
// uniforms
half4 _EmisColor;
int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
float4 _MainTex_ST;
// vertex shader input data
struct appdata {
float4 pos : POSITION;
float3 normal : NORMAL;
half4 color : COLOR;
float3 uv0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
// vertex-to-fragment interpolators
struct v2f {
fixed4 color : COLOR0;
float2 uv0 : TEXCOORD0;
#if USING_FOG
fixed fog : TEXCOORD1;
#endif
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
// vertex shader
v2f vert (appdata IN)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
CURVEDWORLD_TRANSFORM_VERTEX(IN.pos)
#endif
half4 color = IN.color;
float3 eyePos = UnityObjectToViewPos(IN.pos.xyz);//mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;
half3 eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);
half3 viewDir = 0.0;
// lighting
half3 lcolor = _EmisColor.rgb + color.rgb * glstate_lightmodel_ambient.rgb;
half3 specColor = 0.0;
half shininess = 0 * 128.0;
LIGHT_LOOP_ATTRIBUTE for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {
lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, color, shininess, specColor);
}
color.rgb = lcolor.rgb;
color.a = color.a;
o.color = saturate(color);
// compute texture coordinates
o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
// fog
#if USING_FOG
float fogCoord = length(eyePos.xyz); // radial fog distance
UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
o.fog = saturate(unityFogFactor);
#endif
// transform position
o.pos = UnityObjectToClipPos(IN.pos.xyz);
return o;
}
// textures
sampler2D _MainTex;
// fragment shader
fixed4 frag (v2f IN) : SV_Target
{
fixed4 col;
fixed4 tex, tmp0, tmp1, tmp2;
// SetTexture #0
tex = tex2D (_MainTex, IN.uv0.xy);
col = tex * IN.color;
// fog
#if USING_FOG
col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);
#endif
return col;
}
// texenvs
//! TexEnv0: 01010103 01010103 [_MainTex]
ENDCG
}
}
CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
}