// Curved World // Copyright (c) Amazing Assets // 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" }