"Particles/Additive" shader 源码

    Shader "Particles/Additive" {
 
     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
 
}
 
 
 
Category {
 
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
 
Blend SrcAlpha One
 
AlphaTest Greater .01
 
ColorMask RGB
 
Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
 
BindChannels {
 
Bind "Color", color
 
Bind "Vertex", vertex
 
Bind "TexCoord", texcoord
 
}
 
 
 
// ---- Fragment program cards
 
SubShader {
 
Pass {
 
 
 
CGPROGRAM
 
#pragma vertex vert
 
#pragma fragment frag
 
#pragma fragmentoption ARB_precision_hint_fastest
 
#pragma multi_compile_particles
 
 
 
#include "UnityCG.cginc"
 
 
 
sampler2D _MainTex;
 
fixed4 _TintColor;
 
 
 
struct appdata_t {
 
float4 vertex : POSITION;
 
fixed4 color : COLOR;
 
float2 texcoord : TEXCOORD0;
 
};
 
 
 
struct v2f {
 
float4 vertex : POSITION;
 
fixed4 color : COLOR;
 
float2 texcoord : TEXCOORD0;
 
#ifdef SOFTPARTICLES_ON
 
float4 projPos : TEXCOORD1;
 
#endif
 
};
 
 
 
float4 _MainTex_ST;
 
 
 
v2f vert (appdata_t v)
 
{
 
v2f o;
 
o.vertex = mul(UNITY_MATRIX_MVP, 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);
 
return o;
 
}
 
 
 
sampler2D _CameraDepthTexture;
 
float _InvFade;
 
 
 
fixed4 frag (v2f i) : COLOR
 
{
 
#ifdef SOFTPARTICLES_ON
 
float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
 
float partZ = i.projPos.z;
 
float fade = saturate (_InvFade * (sceneZ-partZ));
 
i.color.a *= fade;
 
#endif
 
 
 
return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
 
}
 
ENDCG
 
}
 
}
 
 
 
// ---- Dual texture cards
 
SubShader {
 
Pass {
 
SetTexture [_MainTex] {
 
constantColor [_TintColor]
 
combine constant * primary
 
}
 
SetTexture [_MainTex] {
 
combine texture * previous DOUBLE
 
}
 
}
 
}
 
 
 
// ---- Single texture cards (does not do color tint)
 
SubShader {
 
Pass {
 
SetTexture [_MainTex] {
 
combine texture * primary
 
}
 
}
 
}
 
}
 
}

可以减少粒子摩擦,润滑效果很好哦!

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