69 lines
1.6 KiB
Plaintext
69 lines
1.6 KiB
Plaintext
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// Author: Blastom
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>UI<55><49><EFBFBD><EFBFBD><EFBFBD><EFBFBD>RenderTexture
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// <20>ò<EFBFBD><C3B2>ʻ<EFBFBD><CABB><EFBFBD><EFBFBD><EFBFBD>ɫBuffer<65><72>д<EFBFBD><D0B4>Alphaֵ<61><D6B5><EFBFBD><EFBFBD><EFBFBD>˲<EFBFBD><CBB2><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD>б<EFBFBD><D0B1><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
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Shader "Zhanyou/Particles/AdditiveAlphaWriteWH"
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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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}
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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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ZTest 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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UNITY_FOG_COORDS(1)
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};
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uniform float4 _MainTex_ST;
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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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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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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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