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 } } } } /*ASEBEGIN Version=16700 7;87;1906;946;425.0383;462.4537;1;True;False Node;AmplifyShaderEditor.TextureCoordinatesNode;6;-1248.403,-59.77817;Float;False;0;2;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;2;-987.9414,-179.3723;Float;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;False;0;626933d0f6df1204aa7b5b971f4d2003;626933d0f6df1204aa7b5b971f4d2003;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleAddOpNode;3;-863.4974,92.82512;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode;1;-682.6955,-27.0231;Float;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;14;-369.3944,-166.308;Float;False;Constant;_Float2;Float 2;4;0;Create;True;0;0;False;0;1;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.ClampOpNode;11;-394.4617,-21.82367;Float;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.VertexColorNode;7;-161.1325,215.8977;Float;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;12;-135.5464,57.73679;Float;False;Property;_Emission;Emission;2;0;Create;True;0;0;False;0;2;2;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.ToggleSwitchNode;25;-182.404,-41.27337;Float;False;Property;_Useblack;Use black;3;0;Create;True;0;0;False;0;0;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ColorNode;10;-187.6478,-311.6383;Float;False;Property;_Color;Color;1;0;Create;True;0;0;False;0;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ComponentMaskNode;21;-196.9893,137.9338;Float;False;True;False;False;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;125.2534,-46.01233;Float;False;4;4;0;COLOR;0,0,0,0;False;1;FLOAT;1;False;2;FLOAT;0;False;3;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.ComponentMaskNode;28;289.4849,-49.66245;Float;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;176.5373,244.5911;Float;False;3;3;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode;27;609.2385,29.13947;Float;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;26;811.343,28.26277;Float;False;True;2;Float;;0;11;Hovl/Particles/SmoothSmoke;0b6a9f8b4f707c74ca64c0be8e590de0;True;SubShader 0 Pass 0;0;0;SubShader 0 Pass 0;2;True;2;5;False;-1;10;False;-1;0;1;False;-1;0;False;-1;False;False;True;2;False;-1;True;True;True;True;False;0;False;-1;False;True;2;False;-1;True;3;False;-1;False;True;4;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;False;0;False;False;False;False;False;False;False;False;False;False;True;0;0;;0;0;Standard;0;0;1;True;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT3;0,0,0;False;0 WireConnection;2;1;6;0 WireConnection;3;0;6;3 WireConnection;3;1;6;4 WireConnection;1;0;2;4 WireConnection;1;1;6;3 WireConnection;1;2;3;0 WireConnection;11;0;1;0 WireConnection;25;0;14;0 WireConnection;25;1;11;0 WireConnection;21;0;11;0 WireConnection;8;0;10;0 WireConnection;8;1;25;0 WireConnection;8;2;12;0 WireConnection;8;3;7;0 WireConnection;28;0;8;0 WireConnection;9;0;10;4 WireConnection;9;1;21;0 WireConnection;9;2;7;4 WireConnection;27;0;28;0 WireConnection;27;3;9;0 WireConnection;26;0;27;0 ASEEND*/ //CHKSM=5C0B0DEFE3895ACD4EB94D58A9E6603A49A847F1