ToriaAssets/Sources/Shaders/EnviroWeatherParticlesAdditive.shader

98 lines
2.5 KiB
Plaintext
Raw Normal View History

2026-05-07 10:14:44 +02:00
Shader "Enviro/Particles/WeatherParticlesAdditive" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_lightIntensity ("Light Intensity", Range(0.0,1.0)) = 1.0
}
Category {
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
Blend One OneMinusSrcColor
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#pragma exclude_renderers gles
#include "UnityCG.cginc"
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
float4 _EnviroLighting;
float _lightIntensity;
float _InvFade;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 projPos : TEXCOORD2;
float3 posWorld : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
//float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
#ifdef SOFTPARTICLES_ON
float partZ = i.projPos.z;
float fade = saturate(_InvFade * (sceneZ - partZ));
i.color.a *= fade;
#endif
half4 col = i.color * tex2D(_MainTex, i.texcoord);
col.rgb *= _EnviroLighting * 1.5;
col.rgb *= col.a;
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0, 0, 0, 0)); // fog towards black due to our blend mode
//half linear01Depth = LinearEyeDepth(i.projPos.z);
float4 fog = TransparentFog(col, i.posWorld, i.projPos.xy, sceneZ);
fog.rgb *= col.rgb;
return fog;
}
ENDCG
}
}
}
}