87 lines
2.4 KiB
Plaintext
87 lines
2.4 KiB
Plaintext
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// Author: Blastom
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// 仅用于摄像机拍摄UI面板的RenderTexture
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// 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
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Shader "Zhanyou/Particles/ParticleAddDissolve"
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{
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Properties
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{
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_TintColor ("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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// 溶解贴图,RGB为颜色,A为溶解开始数值
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_DissolveTex ("Dissolve Tex", 2D) = "white" {}
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// 部分溶解的渐变区域值
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_DissolveFade ("Dissolve Fade", Range(0, 1)) = 0.1
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// 完全溶解的Alpha数值
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_DissolveEnd ("Dissolve End", Range(0, 1)) = 0.5
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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//BlendOp Add, Max
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Blend One One//, One One
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Cull Off
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ColorMask RGB
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Lighting Off
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ZWrite Off
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SubShader {
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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 multi_compile_fog
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#pragma multi_compile_particles
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 dissolveCoord : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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};
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uniform float4 _MainTex_ST;
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uniform sampler2D _DissolveTex;
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uniform half4 _DissolveTex_ST;
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uniform half _DissolveFade;
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uniform half _DissolveEnd;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.dissolveCoord = TRANSFORM_TEX(v.texcoord, _DissolveTex);
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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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fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
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fixed4 dissolve = tex2D(_DissolveTex, i.dissolveCoord);
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if (dissolve.a <= _DissolveEnd + _DissolveFade)
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{
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float alpha = max(0.0, (dissolve.a - _DissolveEnd) / _DissolveFade);
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col.a *= alpha;
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col.rgb = lerp(lerp(dissolve.rgb, col.rgb, alpha), dissolve.rgb, alpha * alpha);
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}
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col.rgb *= col.a;
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//col.a = 0.004;
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
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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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