mergemilitary/Assets/Arts/AA/Hovl Studio/Epic toon VFX/Shaders/SmoothSmoke.shader

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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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