// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "NeoFPS/Standard/FireballSheet Additive (Channel 1)" { 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 _FireRamp("Fire Ramp", 2D) = "black" {} } Category { SubShader { LOD 0 Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend One One ColorMask RGB Cull Off Lighting Off ZWrite Off ZTest LEqual Pass { CGPROGRAM #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_instancing #pragma multi_compile_particles #pragma multi_compile_fog #define ASE_NEEDS_FRAG_COLOR #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD2; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if UNITY_VERSION >= 560 UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); #else uniform sampler2D_float _CameraDepthTexture; #endif //Don't delete this comment // uniform sampler2D_float _CameraDepthTexture; uniform sampler2D _MainTex; uniform fixed4 _TintColor; uniform float4 _MainTex_ST; uniform float _InvFade; uniform sampler2D _FireRamp; v2f vert ( appdata_t v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); v.vertex.xyz += float3( 0, 0, 0 ) ; o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; o.texcoord = v.texcoord; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag ( v2f i ) : SV_Target { UNITY_SETUP_INSTANCE_ID( i ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); i.color.a *= fade; #endif float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 appendResult23 = (float2(tex2D( _MainTex, uv0_MainTex ).g , 0.5)); fixed4 col = ( tex2D( _FireRamp, saturate( appendResult23 ) ) * _TintColor * i.color ); UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } } //CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18200 0;3;1920;1015;1814.924;616.1604;1.269048;True;True Node;AmplifyShaderEditor.TemplateShaderPropertyNode;3;-1799.374,-198.6827;Inherit;False;0;0;_MainTex;Shader;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TextureCoordinatesNode;6;-1517.187,-113.4652;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;4;-1231.407,-201.2726;Inherit;True;Property;_TextureSample0;Texture Sample 0;1;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.DynamicAppendNode;23;-887.7759,-172.2436;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0.5;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SaturateNode;29;-798.4169,-352.1985;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SamplerNode;7;-683.5033,-200.1347;Inherit;True;Property;_FireRamp;Fire Ramp;0;0;Create;True;0;0;True;0;False;-1;None;38b47325704c0bf4aaa42915f812545e;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TemplateShaderPropertyNode;26;-544.3336,12.86895;Inherit;False;0;0;_TintColor;Shader;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.VertexColorNode;24;-565.8657,198.4068;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;25;-317.8138,-11.56847;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;-142.9281,-11.14116;Float;False;True;-1;2;ASEMaterialInspector;0;7;NeoFPS/Standard/FireballSheet Additive (Channel 1);0b6a9f8b4f707c74ca64c0be8e590de0;True;SubShader 0 Pass 0;0;0;SubShader 0 Pass 0;2;True;4;1;False;-1;1;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;2;False;-1;True;True;True;True;False;0;False;-1;False;False;False;False;True;2;False;-1;True;3;False;-1;False;True;4;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;0;;0;0;Standard;0;0;1;True;False;;0 WireConnection;6;2;3;0 WireConnection;4;0;3;0 WireConnection;4;1;6;0 WireConnection;23;0;4;2 WireConnection;29;0;23;0 WireConnection;7;1;29;0 WireConnection;25;0;7;0 WireConnection;25;1;26;0 WireConnection;25;2;24;0 WireConnection;0;0;25;0 ASEEND*/ //CHKSM=392750B6553C937F327860E8B5CE310F6D6657E5