113 lines
No EOL
3.3 KiB
Text
113 lines
No EOL
3.3 KiB
Text
Shader "Custom/LightningBoltShaderMesh" {
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Properties {
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[PerRendererData] _MainTex ("Main Texture (RGBA)", 2D) = "white" {}
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[PerRendererData] _TintColor ("Tint Color (RGB)", Vector) = (1,1,1,1)
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[PerRendererData] _InvFade ("Soft Particles Factor", Range(0.01, 100)) = 1
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[PerRendererData] _JitterMultiplier ("Jitter Multiplier (Float)", Float) = 0
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[PerRendererData] _Turbulence ("Turbulence (Float)", Float) = 0
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[PerRendererData] _TurbulenceVelocity ("Turbulence Velocity (Vector)", Vector) = (0,0,0,0)
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[PerRendererData] _IntensityFlicker ("Intensity flicker (Vector)", Vector) = (0,0,0,0)
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[PerRendererData] _RenderMode ("Render Mode - 0 = perspective, 1 = orthoxy, 2 = orthoxz (Int)", Float) = 0
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[PerRendererData] _SrcBlendMode ("SrcBlendMode (Source Blend Mode)", Float) = 5
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[PerRendererData] _DstBlendMode ("DstBlendMode (Destination Blend Mode)", Float) = 1
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}
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//DummyShaderTextExporter
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Category
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{
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SubShader
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{
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LOD 0
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest LEqual
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Pass {
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_instancing
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityShaderVariables.cginc"
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#if UNITY_VERSION >= 560
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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#else
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uniform sampler2D_float _CameraDepthTexture;
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#endif
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uniform sampler2D _MainTex;
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uniform fixed4 _TintColor;
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uniform float4 _MainTex_ST;
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uniform float _InvFade;
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v2f vert ( appdata_t v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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v.vertex.xyz += _SinTime.xyz;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = v.texcoord;
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag ( v2f i ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( i );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color.a *= fade;
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#endif
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fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw );
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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} |