// 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 } } } }