// 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 } } } }