162 lines
6.8 KiB
Plaintext
162 lines
6.8 KiB
Plaintext
Shader "Hovl/Particles/SmoothSmoke"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_Emission("Emission", Float) = 2
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[Toggle]_Useblack("Use black", Float) = 0
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[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
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_Depthpower("Depth power", Float) = 1
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}
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Category
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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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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest LEqual
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Pass {
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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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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#if UNITY_VERSION >= 560
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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#else
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uniform sampler2D_float _CameraDepthTexture;
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#endif
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//Don't delete this comment
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// uniform sampler2D_float _CameraDepthTexture;
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uniform sampler2D _MainTex;
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uniform fixed4 _TintColor;
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uniform float4 _MainTex_ST;
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uniform float _InvFade;
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uniform float4 _Color;
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uniform float _Useblack;
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uniform float _Emission;
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uniform float _Depthpower;
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uniform fixed _Usedepth;
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v2f vert ( appdata_t v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = v.texcoord;
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag ( v2f i ) : SV_Target
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{
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float lp = 1;
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate ((sceneZ-partZ) / _Depthpower);
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lp *= lerp(1, fade, _Usedepth);
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i.color.a *= lp;
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#endif
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float4 uv0_MainTex = i.texcoord;
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uv0_MainTex.xy = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float smoothstepResult1 = smoothstep( uv0_MainTex.z , ( uv0_MainTex.z + uv0_MainTex.w ) , tex2D( _MainTex, uv0_MainTex.xy ).a);
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float clampResult11 = clamp( smoothstepResult1 , 0.0 , 1.0 );
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float4 appendResult27 = (float4((( _Color * lerp(1.0,clampResult11,_Useblack) * _Emission * i.color )).rgb , ( _Color.a * clampResult11 * i.color.a )));
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fixed4 col = appendResult27;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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}
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/*ASEBEGIN
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Version=16700
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7;87;1906;946;425.0383;462.4537;1;True;False
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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
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Node;AmplifyShaderEditor.SimpleAddOpNode;3;-863.4974,92.82512;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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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
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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
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Node;AmplifyShaderEditor.VertexColorNode;7;-161.1325,215.8977;Float;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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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
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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
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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
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Node;AmplifyShaderEditor.ComponentMaskNode;21;-196.9893,137.9338;Float;False;True;False;False;False;1;0;FLOAT;0;False;1;FLOAT;0
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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
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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
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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
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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
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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
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WireConnection;2;1;6;0
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WireConnection;3;0;6;3
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WireConnection;3;1;6;4
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WireConnection;1;0;2;4
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WireConnection;1;1;6;3
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WireConnection;1;2;3;0
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WireConnection;11;0;1;0
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WireConnection;25;0;14;0
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WireConnection;25;1;11;0
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WireConnection;21;0;11;0
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WireConnection;8;0;10;0
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WireConnection;8;1;25;0
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WireConnection;8;2;12;0
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WireConnection;8;3;7;0
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WireConnection;28;0;8;0
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WireConnection;9;0;10;4
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WireConnection;9;1;21;0
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WireConnection;9;2;7;4
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WireConnection;27;0;28;0
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WireConnection;27;3;9;0
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WireConnection;26;0;27;0
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ASEEND*/
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//CHKSM=5C0B0DEFE3895ACD4EB94D58A9E6603A49A847F1 |