"Particles/Additive" shader 源码

本文介绍了一种使用 Unity Shader 语言实现粒子效果的方法。通过自定义 Shader,可以控制粒子的颜色混合、透明度及软粒子效果等。文章详细展示了 Shader 的代码结构,包括属性设置、类别定义、子着色器及通道绑定等内容。

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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

}

}

}

}

}

 

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