ToriaAssets/Sources/Shaders/EnviroLitParticles.shader

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2026-05-07 10:14:44 +02:00
Shader "Enviro/Particles/Lit Weather" {
Properties{
_TintColor("Tint Color", Color) = (1,1,1,1)
_MainTex("Particle Texture", 2D) = "white" {}
_Intensity("Intensity", Range(1,100)) = 10
}
SubShader{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
LOD 200
CGPROGRAM
#pragma surface surf Standard alpha:fade finalcolor:ApplyFog
#pragma target 3.0
sampler2D _MainTex;
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
struct Input {
float2 uv_MainTex;
fixed4 color : COLOR;
float4 screenPos;
float3 worldPos;
};
fixed4 _TintColor;
float _Intensity;
void ApplyFog(Input IN, SurfaceOutputStandard o, inout fixed4 color)
{
//Get ScreenPosition
float3 uvscreen = IN.screenPos.xyz / IN.screenPos.w;
// Calculate Linear Depth
half linear01Depth = Linear01Depth(uvscreen.z);
//get World Position
float3 wPos = IN.worldPos.xyz;
// Calculate Fog and apply volume lighting tex
float4 fogClr = TransparentFog(color, wPos, uvscreen.xy, linear01Depth);
#if _ALPHAPREMULTIPLY_ON
fogClr.rgb *= o.Alpha;
#endif
#ifndef UNITY_PASS_FORWARDADD
color.rgb = fogClr.rgb;
#endif
}
void surf(Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * (IN.color * _TintColor);
o.Albedo = c.rgb * _Intensity;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}