125 lines
3.7 KiB
Plaintext
125 lines
3.7 KiB
Plaintext
// Curved World <http://u3d.as/1W8h>
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// Copyright (c) Amazing Assets <https://amazingassets.world>
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// Simplified Additive Particle shader. Differences from regular Additive Particle one:
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// - no Tint color
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// - no Smooth particle support
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// - no AlphaTest
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// - no ColorMask
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Shader "Amazing Assets/Curved World/Mobile/Particles/Additive"
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{
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Properties
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{
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[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0)
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_MainTex ("Particle Texture", 2D) = "white" { }
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}
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SubShader
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{
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Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
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Pass
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{
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Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
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ZWrite Off
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Cull Off
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Blend SrcAlpha One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#pragma multi_compile_fog
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#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#include "../../Core/CurvedWorldTransform.cginc"
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// uniforms
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float4 _MainTex_ST;
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// vertex shader input data
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struct appdata {
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float3 pos : POSITION;
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half4 color : COLOR;
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float3 uv0 : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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// vertex-to-fragment interpolators
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struct v2f {
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fixed4 color : COLOR0;
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float2 uv0 : TEXCOORD0;
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#if USING_FOG
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fixed fog : TEXCOORD1;
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#endif
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float4 pos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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// vertex shader
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v2f vert (appdata IN)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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CURVEDWORLD_TRANSFORM_VERTEX(IN.pos)
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#endif
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half4 color = IN.color;
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float3 eyePos = UnityObjectToViewPos(IN.pos.xyz);// mul (UNITY_MATRIX_MV, IN.pos).xyz;
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half3 viewDir = 0.0;
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o.color = saturate(color);
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// compute texture coordinates
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o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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// fog
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#if USING_FOG
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float fogCoord = length(eyePos.xyz); // radial fog distance
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UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
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o.fog = saturate(unityFogFactor);
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#endif
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// transform position
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o.pos = UnityObjectToClipPos(IN.pos.xyz);
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return o;
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}
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// textures
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sampler2D _MainTex;
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// fragment shader
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fixed4 frag (v2f IN) : SV_Target
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{
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fixed4 col;
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fixed4 tex, tmp0, tmp1, tmp2;
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// SetTexture #0
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tex = tex2D (_MainTex, IN.uv0.xy);
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col = tex * IN.color;
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// fog
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#if USING_FOG
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col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);
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#endif
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return col;
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}
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// texenvs
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//! TexEnv0: 01010103 01010103 [_MainTex]
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ENDCG
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}
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}
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CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
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}
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