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167 lines
4.1 KiB
167 lines
4.1 KiB
3 years ago
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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Shader "Ethical Motion/Particles/Unlit" {
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Properties {
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[HDR]_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_FadeStart ("Distance fade start", float) = 2
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_FadeEnd ("Distance fade end", float) = 10
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[HideInInspector] _AlphaMode ("_AlphaMode", float) = 0.0
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[HideInInspector] _LightingMode("_LightingMode", float) = 2.0
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[HideInInspector] _BlendMode ("_BlendMode", float) = 0.0
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[HideInInspector] _BlendSrc ("Source blend mode", float) = 1.0
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[HideInInspector] _BlendDst ("Destination blend mode", float) = 1.0
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend [_BlendSrc] [_BlendDst]
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Cull Back Lighting Off ZWrite Off
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SubShader {
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Pass {
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CGPROGRAM
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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_particles
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#pragma multi_compile_fog
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#pragma shader_feature SOFTPARTICLE_ON __
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#pragma shader_feature DISTANCEFADE_ON __
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#pragma shader_feature ALPHAEROSION_ON __
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#pragma shader_feature ADDITIVE_ON __
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#include "EMParticleFunctions.cginc"
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _TintColor;
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#ifdef SOFTPARTICLE_ON
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sampler2D_float _CameraDepthTexture;
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float _InvFade;
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#endif
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 texcoordBlendFrame : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 texcoord2 : TEXCOORD1;
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fixed blend : TEXCOORD2;
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UNITY_FOG_COORDS(3)
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#ifdef SOFTPARTICLE_ON
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float4 projPos : TEXCOORD4;
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#endif
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#ifdef DISTANCEFADE_ON
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fixed distanceFade : TEXCOORD5;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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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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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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o.texcoord2 = TRANSFORM_TEX(v.texcoordBlendFrame.xy,_MainTex);
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o.blend = v.texcoordBlendFrame.z;
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UNITY_TRANSFER_FOG(o,o.vertex);
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#ifdef SOFTPARTICLE_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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#ifdef DISTANCEFADE_ON
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//_FadeEnd and _FadeStart are defined in EMParticleVariables.cginc
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o.distanceFade = DistanceFade(_FadeEnd, _FadeStart, mul(unity_ObjectToWorld, v.vertex).xyz);
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#endif
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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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//float4 color = tex2D(_MainTex, i.texcoord);
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//color.rgb *= i.color.rgb * _TintColor.rgb;
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fixed4 colA = tex2D(_MainTex, i.texcoord);
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fixed4 colB = tex2D(_MainTex, i.texcoord2);
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fixed4 color = lerp(colA, colB, i.blend);
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color.rgb *= i.color.rgb * _TintColor.rgb;
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#ifdef ADDITIVE_ON
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#ifdef ALPHAEROSION_ON
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color.a = saturate(color.a - (1 - i.color.a));
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#else
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color.a *= i.color.a;
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#endif
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color.rgb *= color.a;
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color.rgb *= _TintColor.a;
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#else
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#ifdef ALPHAEROSION_ON
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color.a -= saturate(1 - i.color.a);
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color.a *= _TintColor.a;
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#else
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color.a *= i.color.a;
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color.a *= _TintColor.a;
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#endif
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#endif
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#ifdef SOFTPARTICLE_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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#ifdef ADDITIVE_ON
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color.rgb *= fade;
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#else
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color.a *= fade;
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#endif
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#endif
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#ifdef DISTANCEFADE_ON
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#ifdef ADDITIVE_ON
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color.rgb *= i.distanceFade;
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#else
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color.a *= i.distanceFade;
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#endif
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#endif
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UNITY_APPLY_FOG(i.fogCoord, color);
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return color;
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}
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ENDCG
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}
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}
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CustomEditor "EMMaterialInspector"
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}
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}
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