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- Shader "Enviro3/Particles/WeatherParticles"
- {
- Properties
- {
- _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
- _MainTex ("Particle Texture", 2D) = "white" {}
- _lightIntensity ("Light Intensity", Range(0.0,1.0)) = 1.0
- }
- Category {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask RGBA
- Cull Off Lighting Off ZWrite Off
- SubShader {
- Pass {
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma multi_compile_particles
- #pragma multi_compile_fog
- #pragma exclude_renderers gles
- #include "UnityCG.cginc"
- #include "../Includes/ParticlesInclude.cginc"
- sampler2D _MainTex;
- fixed4 _TintColor;
- float4 _EnviroLighting;
- float _lightIntensity;
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- float4 projPos : TEXCOORD2;
- float3 posWorld : TEXCOORD3;
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- float4 _MainTex_ST;
- v2f vert (appdata_t v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.projPos = ComputeScreenPos (o.vertex);
- COMPUTE_EYEDEPTH(o.projPos.z);
- o.color = v.color;
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
-
- fixed4 frag (v2f i) : SV_Target
- {
- float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
- #ifdef SOFTPARTICLES_ON
- float partZ = i.projPos.z;
- float fade = saturate (0.5 * (sceneZ-partZ));
- i.color.a *= fade;
- #endif
-
- float4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
- //col *= _EnviroLighting * _lightIntensity;
- UNITY_APPLY_FOG(i.fogCoord, col);
- //float4 fog = TransparentFog(col,i.posWorld,i.projPos.xy,sceneZ);
- float blend = 1.0;
- WeatherEllipsoids(i.posWorld,blend);
- return float4(col.rgb,col.a * blend);
- }
- ENDCG
- }
- }
- }
- }
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