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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "FX/LightCone" {
- Properties{
- _TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
- _InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
- _Rim ("rim power", Range(0,10)) = 1.0
- }
- Category{
- Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- Blend SrcAlpha One
- ColorMask RGB
- Cull Off Lighting Off ZWrite Off Fog{ Color(0,0,0,0) }
- ZTest Off
- SubShader{
- Pass{
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_particles
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- fixed4 _TintColor;
- uniform fixed _BWEffectOn;
- struct appdata_t {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- fixed4 color : COLOR;
- fixed4 viewDir : TEXCOORD0;
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- #ifdef SOFTPARTICLES_ON
- float4 projPos : TEXCOORD0;
- #endif
- float3 normal : NORMAL;
- float3 viewDir : TEXCOORD1;
- };
- 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.normal = v.normal;
- o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
- return o;
- }
- sampler2D_float _CameraDepthTexture;
- float _InvFade;
- half _Rim;
- 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 = 1 - saturate(_InvFade * (partZ - sceneZ));
- i.color.a *= fade;
- #endif
- i.color = pow(i.color,3);
- half rim = saturate(pow(saturate(abs(dot(i.viewDir, i.normal))),_Rim));
- i.color.a *= rim;
- fixed4 finalCol = 2.0f * i.color * _TintColor;
- fixed lum = Luminance(finalCol.xyz);
- return finalCol;
- }
- ENDCG
- }
- }
- }
- }
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