ToriaAssets/Sources/Shaders/Fire Plume.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Ian's Fire Pack/Fire Plume" {
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Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Smoke", 2D) = "white" {}
_Overlay ("Fire", 2D) = "black" {}
_Ramp ("Fade Mask", 2D) = "white" {}
_FadeAmount ("Fire Fade Strength", Range(1, 8.0)) = 1.0
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile_fog
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#include "UnityCG.cginc"
sampler2D _MainTex;
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sampler2D _Overlay;
sampler2D _Ramp;
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fixed4 _TintColor;
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float fadeValue (float value, float amount) {
return value*amount - amount + 1;
}
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struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
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sampler2D_float _CameraDepthTexture;
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float _InvFade;
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float _FadeAmount;
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fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
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float fireValue = pow(tex2D(_Overlay, i.texcoord).r, (1.0 - i.color.r)*_FadeAmount + 0.7) * i.color.r;
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fixed4 ramp = tex2D(_Ramp, fixed2(fireValue, 0.5));
ramp.a = fireValue;
fixed4 smoke = tex2D(_MainTex, i.texcoord);
smoke.a *= i.color.g;
fixed4 col = _TintColor * smoke + _TintColor.a * ramp;
col.a *= i.color.a;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
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}
ENDCG
}
}
}
}