Add shaders
This commit is contained in:
@@ -0,0 +1,102 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Ian's Fire Pack/Fire Plume" {
|
||||
Properties {
|
||||
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
|
||||
_MainTex ("Smoke", 2D) = "white" {}
|
||||
_Overlay ("Fire", 2D) = "black" {}
|
||||
_Ramp ("Fade Mask", 2D) = "white" {}
|
||||
_FadeAmount ("Fire Fade Strength", Range(1, 8.0)) = 1.0
|
||||
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
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
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Overlay;
|
||||
sampler2D _Ramp;
|
||||
fixed4 _TintColor;
|
||||
|
||||
float fadeValue (float value, float amount) {
|
||||
return value*amount - amount + 1;
|
||||
}
|
||||
|
||||
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)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
o.projPos = ComputeScreenPos (o.vertex);
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
#endif
|
||||
o.color = v.color;
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
float _InvFade;
|
||||
float _FadeAmount;
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
||||
float fade = saturate (_InvFade * (sceneZ-partZ));
|
||||
i.color.a *= fade;
|
||||
#endif
|
||||
|
||||
float fireValue = pow(tex2D(_Overlay, i.texcoord).r, (1.0 - i.color.r)*_FadeAmount + 0.7) * i.color.r;
|
||||
|
||||
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;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user