JJBB/Assets/Project/Shader/ParticleAddDissolve.shader

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2024-08-23 15:49:34 +08:00
// Author: Blastom
// 仅用于摄像机拍摄UI面板的RenderTexture
// 该材质会向颜色Buffer中写入Alpha值因此不会在没有背景时被剔除
Shader "Zhanyou/Particles/ParticleAddDissolve"
{
Properties
{
_TintColor ("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
// 溶解贴图RGB为颜色A为溶解开始数值
_DissolveTex ("Dissolve Tex", 2D) = "white" {}
// 部分溶解的渐变区域值
_DissolveFade ("Dissolve Fade", Range(0, 1)) = 0.1
// 完全溶解的Alpha数值
_DissolveEnd ("Dissolve End", Range(0, 1)) = 0.5
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
//BlendOp Add, Max
Blend One One//, One One
Cull Off
ColorMask RGB
Lighting Off
ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 dissolveCoord : TEXCOORD1;
UNITY_FOG_COORDS(2)
};
uniform float4 _MainTex_ST;
uniform sampler2D _DissolveTex;
uniform half4 _DissolveTex_ST;
uniform half _DissolveFade;
uniform half _DissolveEnd;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.dissolveCoord = TRANSFORM_TEX(v.texcoord, _DissolveTex);
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
fixed4 dissolve = tex2D(_DissolveTex, i.dissolveCoord);
if (dissolve.a <= _DissolveEnd + _DissolveFade)
{
float alpha = max(0.0, (dissolve.a - _DissolveEnd) / _DissolveFade);
col.a *= alpha;
col.rgb = lerp(lerp(dissolve.rgb, col.rgb, alpha), dissolve.rgb, alpha * alpha);
}
col.rgb *= col.a;
//col.a = 0.004;
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
return col;
}
ENDCG
}
}
}
}