88 lines
2.4 KiB
Plaintext
88 lines
2.4 KiB
Plaintext
Shader "Ares/Particle/AlphaMask" {
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Properties {
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_Color ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex("Particle Texture (A = Transparency)", 2D) = "white"{}
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_MaskTex ("Masked Texture", 2D) = "gray" {}
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_UseClip("UseClip",float) = 0
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_ClipRect("ClipRect",Vector)= (-50000,-50000,50000,50000)
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_BloomTex ("BloomTex", 2D) = "(0.5,0.5,0.5,0.5)" {}
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_BloomFactor("BloomFactor", float) = 0
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}
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// ---- Fragment program cards
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SubShader {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "GonbestBloomType"="BloomMask"}
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Blend SrcAlpha OneMinusSrcAlpha,Zero OneMinusSrcAlpha
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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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 fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_particles
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#include "UnityCG.cginc"
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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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half2 texcoord : TEXCOORD0;
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half2 texcoord1 : TEXCOORD1;
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};
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struct v2f {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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half2 texcoord1 : TEXCOORD1;
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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};
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uniform fixed4 _Color;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform sampler2D _MaskTex;
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uniform float4 _MaskTex_ST;
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uniform float _InvFade;
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uniform sampler2D _CameraDepthTexture;
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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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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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o.texcoord1 = TRANSFORM_TEX(v.texcoord1,_MaskTex);
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color.a *= fade;
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#endif
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//return 2.0f * i.color * _Color * tex2D(_MainTex, i.texcoord);
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fixed4 col = 2.0f * i.color * _Color * tex2D(_MainTex, i.texcoord);
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col.a *= tex2D(_MaskTex, i.texcoord1).r;
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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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Fallback "Gonbest/FallBack/FBNothing"
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}
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