// Curved World // Copyright (c) Amazing Assets // Simplified Additive Particle shader. Differences from regular Additive Particle one: // - no Tint color // - no Smooth particle support // - no AlphaTest // - no ColorMask Shader "Amazing Assets/Curved World/Mobile/Particles/Additive" { Properties { [HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0) _MainTex ("Particle Texture", 2D) = "white" { } } SubShader { Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" } Pass { Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" } ZWrite Off Cull Off Blend SrcAlpha One 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" // uniforms float4 _MainTex_ST; // vertex shader input data struct appdata { float3 pos : POSITION; 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, IN.pos).xyz; half3 viewDir = 0.0; 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" }