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Main/Assets/GameAssets/RawResources/shader/Ares/Particle/AlphaBlend_Mask_Tail.shader
2025-01-25 04:38:09 +08:00

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Shader "Ares/Particle/AlphaBlend_Mask_Tail"
{
Properties
{
_Color ("Main Color", Color) = (1, 1, 1, 1)
_ColorMultiplier("Color Multipler",range(0,2)) = 2
_MainTex ("Effect Texture", 2D) = "black" {}
_MaskTex ("Mask", 2D) = "white" {}
_Alpha ( "Transparent ratio", Range( 0, 2 ) ) = 1
[MaterialToggle] _UorV ("UorV Direct", Float ) = 1
_UseClip("UseClip",float) = 0
_ClipRect("ClipRect",Vector)= (-50000,-50000,50000,50000)
_BloomTex ("BloomTex", 2D) = "(0.5,0.5,0.5,0.5)" {}
_BloomFactor("BloomFactor", float) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "GonbestBloomType"="BloomMask"}
Pass {
Blend SrcAlpha OneMinusSrcAlpha,Zero OneMinusSrcAlpha
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
//#pragma multi_compile_fwdbase
//#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
//#pragma target 2.0
uniform float4 _Color;
uniform float _ColorMultiplier;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _MaskTex;
uniform float4 _MaskTex_ST;
uniform fixed _UorV;
uniform float _Alpha;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v)
{
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
o.pos = UnityObjectToClipPos(v.vertex );
return o;
}
float4 frag(VertexOutput i) : COLOR
{
float node_1228 = (i.vertexColor.a*-2.0+1.0);
float2 _UroV_Par_var = lerp( (i.uv0+node_1228*float2(1,0)), (i.uv0+node_1228*float2(0,1)), _UorV );
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(_UroV_Par_var, _MainTex));
float4 _Mask_var = tex2D(_MaskTex,TRANSFORM_TEX(i.uv0, _MaskTex));
float3 emissive = (_MainTex_var.rgb * _Mask_var.rgb*_ColorMultiplier * _Color.rgb*i.vertexColor.rgb);
float3 finalColor = emissive;
float alpha =((_Mask_var.rgb*_Mask_var.a).r * _Alpha *_Color.a* i.vertexColor.a*_MainTex_var.a);
return fixed4(finalColor,alpha);
}
ENDCG
}
}
Fallback "Gonbest/FallBack/FBNothing"
}