OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/Mobile/Mobile-Particle-Multiply.sh...

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// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
// Simplified Multiply Particle shader. Differences from regular Multiply Particle one:
// - no Smooth particle support
// - no AlphaTest
// - no ColorMask
Shader "Amazing Assets/Curved World/Mobile/Particles/Multiply"
{
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 Zero SrcColor
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 {
float4 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;
float2 uv1 : TEXCOORD1;
#if USING_FOG
fixed fog : TEXCOORD2;
#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 viewDir = 0.0;
o.color = saturate(color);
// compute texture coordinates
o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv1 = 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;
// SetTexture #1
tex = tex2D (_MainTex, IN.uv1.xy);
col = lerp (fixed4(1,1,1,1), col, col.a);
// fog
#if USING_FOG
col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);
#endif
return col;
}
// texenvs
//! TexEnv0: 01010103 01010103 [_MainTex]
//! TexEnv1: 01008002 01008002 [_MainTex] [ffffffff]
ENDCG
}
}
CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
}