162 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			162 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | Shader "Hovl/Particles/SmoothSmoke" | ||
|  | { | ||
|  | 	Properties | ||
|  | 	{	 | ||
|  | 		_MainTex("MainTex", 2D) = "white" {} | ||
|  | 		_Color("Color", Color) = (1,1,1,1) | ||
|  | 		_Emission("Emission", Float) = 2 | ||
|  | 		[Toggle]_Useblack("Use black", Float) = 0 | ||
|  | 		[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 | ||
|  | 		_Depthpower("Depth power", Float) = 1 | ||
|  | 	} | ||
|  | 
 | ||
|  | 
 | ||
|  | 	Category  | ||
|  | 	{ | ||
|  | 		SubShader | ||
|  | 		{ | ||
|  | 			Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } | ||
|  | 			Blend SrcAlpha OneMinusSrcAlpha | ||
|  | 			ColorMask RGB | ||
|  | 			Cull Off | ||
|  | 			Lighting Off  | ||
|  | 			ZWrite Off | ||
|  | 			ZTest LEqual | ||
|  | 			 | ||
|  | 			Pass {		 | ||
|  | 				CGPROGRAM | ||
|  | 				#pragma vertex vert | ||
|  | 				#pragma fragment frag | ||
|  | 				#pragma target 2.0 | ||
|  | 				#pragma multi_compile_particles | ||
|  | 				#pragma multi_compile_fog			 | ||
|  | 				#include "UnityCG.cginc" | ||
|  | 
 | ||
|  | 				struct appdata_t  | ||
|  | 				{ | ||
|  | 					float4 vertex : POSITION; | ||
|  | 					fixed4 color : COLOR; | ||
|  | 					float4 texcoord : TEXCOORD0; | ||
|  | 					UNITY_VERTEX_INPUT_INSTANCE_ID			 | ||
|  | 				}; | ||
|  | 
 | ||
|  | 				struct v2f  | ||
|  | 				{ | ||
|  | 					float4 vertex : SV_POSITION; | ||
|  | 					fixed4 color : COLOR; | ||
|  | 					float4 texcoord : TEXCOORD0; | ||
|  | 					UNITY_FOG_COORDS(1) | ||
|  | 					#ifdef SOFTPARTICLES_ON | ||
|  | 					float4 projPos : TEXCOORD2; | ||
|  | 					#endif | ||
|  | 					UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 					UNITY_VERTEX_OUTPUT_STEREO			 | ||
|  | 				};		 | ||
|  | 				 | ||
|  | 				#if UNITY_VERSION >= 560 | ||
|  | 				UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); | ||
|  | 				#else | ||
|  | 				uniform sampler2D_float _CameraDepthTexture; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				//Don't delete this comment | ||
|  | 				// uniform sampler2D_float _CameraDepthTexture; | ||
|  | 
 | ||
|  | 				uniform sampler2D _MainTex; | ||
|  | 				uniform fixed4 _TintColor; | ||
|  | 				uniform float4 _MainTex_ST; | ||
|  | 				uniform float _InvFade; | ||
|  | 				uniform float4 _Color; | ||
|  | 				uniform float _Useblack; | ||
|  | 				uniform float _Emission; | ||
|  | 				uniform float _Depthpower; | ||
|  | 				uniform fixed _Usedepth; | ||
|  | 
 | ||
|  | 				v2f vert ( appdata_t v  ) | ||
|  | 				{ | ||
|  | 					v2f o; | ||
|  | 					UNITY_SETUP_INSTANCE_ID(v); | ||
|  | 					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | ||
|  | 					UNITY_TRANSFER_INSTANCE_ID(v, o); | ||
|  | 					 | ||
|  | 
 | ||
|  | 					v.vertex.xyz +=  float3( 0, 0, 0 ) ; | ||
|  | 					o.vertex = UnityObjectToClipPos(v.vertex); | ||
|  | 					#ifdef SOFTPARTICLES_ON | ||
|  | 						o.projPos = ComputeScreenPos (o.vertex); | ||
|  | 						COMPUTE_EYEDEPTH(o.projPos.z); | ||
|  | 					#endif | ||
|  | 					o.color = v.color; | ||
|  | 					o.texcoord = v.texcoord; | ||
|  | 					UNITY_TRANSFER_FOG(o,o.vertex); | ||
|  | 					return o; | ||
|  | 				} | ||
|  | 
 | ||
|  | 				fixed4 frag ( v2f i  ) : SV_Target | ||
|  | 				{ | ||
|  | 					float lp = 1; | ||
|  | 					#ifdef SOFTPARTICLES_ON | ||
|  | 						float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); | ||
|  | 						float partZ = i.projPos.z; | ||
|  | 						float fade = saturate ((sceneZ-partZ) / _Depthpower); | ||
|  | 						lp *= lerp(1, fade, _Usedepth); | ||
|  | 						i.color.a *= lp; | ||
|  | 					#endif | ||
|  | 
 | ||
|  | 					float4 uv0_MainTex = i.texcoord; | ||
|  | 					uv0_MainTex.xy = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; | ||
|  | 					float smoothstepResult1 = smoothstep( uv0_MainTex.z , ( uv0_MainTex.z + uv0_MainTex.w ) , tex2D( _MainTex, uv0_MainTex.xy ).a); | ||
|  | 					float clampResult11 = clamp( smoothstepResult1 , 0.0 , 1.0 ); | ||
|  | 					float4 appendResult27 = (float4((( _Color * lerp(1.0,clampResult11,_Useblack) * _Emission * i.color )).rgb , ( _Color.a * clampResult11 * i.color.a ))); | ||
|  | 					 | ||
|  | 					fixed4 col = appendResult27; | ||
|  | 					UNITY_APPLY_FOG(i.fogCoord, col); | ||
|  | 					return col; | ||
|  | 				} | ||
|  | 				ENDCG  | ||
|  | 			} | ||
|  | 		}	 | ||
|  | 	} | ||
|  | } | ||
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|  | //CHKSM=5C0B0DEFE3895ACD4EB94D58A9E6603A49A847F1 |