207 lines
7.3 KiB
GLSL
207 lines
7.3 KiB
GLSL
// Made with Amplify Shader Editor
|
|
// Available at the Unity Asset Store - http://u3d.as/y3X
|
|
Shader "NeoFPS/Standard/FireballSheet Additive (Channel 0)"
|
|
{
|
|
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
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
|
|
|
#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;
|
|
struct Gradient
|
|
{
|
|
int type;
|
|
int colorsLength;
|
|
int alphasLength;
|
|
float4 colors[8];
|
|
float2 alphas[8];
|
|
};
|
|
|
|
Gradient NewGradient(int type, int colorsLength, int alphasLength,
|
|
float4 colors0, float4 colors1, float4 colors2, float4 colors3, float4 colors4, float4 colors5, float4 colors6, float4 colors7,
|
|
float2 alphas0, float2 alphas1, float2 alphas2, float2 alphas3, float2 alphas4, float2 alphas5, float2 alphas6, float2 alphas7)
|
|
{
|
|
Gradient g;
|
|
g.type = type;
|
|
g.colorsLength = colorsLength;
|
|
g.alphasLength = alphasLength;
|
|
g.colors[ 0 ] = colors0;
|
|
g.colors[ 1 ] = colors1;
|
|
g.colors[ 2 ] = colors2;
|
|
g.colors[ 3 ] = colors3;
|
|
g.colors[ 4 ] = colors4;
|
|
g.colors[ 5 ] = colors5;
|
|
g.colors[ 6 ] = colors6;
|
|
g.colors[ 7 ] = colors7;
|
|
g.alphas[ 0 ] = alphas0;
|
|
g.alphas[ 1 ] = alphas1;
|
|
g.alphas[ 2 ] = alphas2;
|
|
g.alphas[ 3 ] = alphas3;
|
|
g.alphas[ 4 ] = alphas4;
|
|
g.alphas[ 5 ] = alphas5;
|
|
g.alphas[ 6 ] = alphas6;
|
|
g.alphas[ 7 ] = alphas7;
|
|
return g;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, (float)gradient.colorsLength-1);
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = half3(GammaToLinearSpaceExact(color.r), GammaToLinearSpaceExact(color.g), GammaToLinearSpaceExact(color.b));
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, (float)gradient.alphasLength-1);
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
|
|
|
|
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
|
|
|
|
Gradient gradient9 = NewGradient( 0, 4, 2, float4( 0, 0, 0, 0 ), float4( 1, 0.7606527, 0.2877358, 0.5088273 ), float4( 1, 0.9679601, 0.2971698, 0.9000076 ), float4( 1, 1, 1, 1 ), 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
|
|
|
|
fixed4 col = SampleGradient( gradient9, tex2D( _MainTex, uv0_MainTex ).r );
|
|
UNITY_APPLY_FOG(i.fogCoord, col);
|
|
return col;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|
|
//CustomEditor "ASEMaterialInspector"
|
|
|
|
|
|
}
|
|
/*ASEBEGIN
|
|
Version=18200
|
|
0;3;1920;1015;1861.273;629.5657;1;True;True
|
|
Node;AmplifyShaderEditor.TemplateShaderPropertyNode;3;-1854.595,-193.1606;Inherit;False;0;0;_MainTex;Shader;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.TextureCoordinatesNode;6;-1537.001,-121.8279;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.GradientNode;9;-1247.273,-421.5657;Inherit;False;0;4;2;0,0,0,0;1,0.7606527,0.2877358,0.5088273;1,0.9679601,0.2971698,0.9000076;1,1,1,1;1,0;1,1;0;1;OBJECT;0
|
|
Node;AmplifyShaderEditor.GradientSampleNode;8;-908.2734,-423.5657;Inherit;True;2;0;OBJECT;;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;-546.3451,-168.2097;Float;False;True;-1;2;ASEMaterialInspector;0;7;NeoFPS/Standard/FireballSheet Additive (Channel 0);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;8;0;9;0
|
|
WireConnection;8;1;4;1
|
|
WireConnection;0;0;8;0
|
|
ASEEND*/
|
|
//CHKSM=E5B0C8764D4D2F9E12421EF748281EB52AA4CB33 |