215 lines
8.0 KiB
GLSL
215 lines
8.0 KiB
GLSL
Shader "Gumou/VFX/VFXsimple"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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[HDR]_Color ("_Color", Color) = (1,1,1,1)
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[Space][Header(__________ Fade __________)][Space]
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[Toggle(_EnableDepthTexture)]_EnableDepthTexture("EnableDepthTexture", float) = 0
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_DepthFade ("_DepthFade", Range(0,3)) = 1
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[Space][Header(__________ Other __________)][Space]
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_AlphaGamma ("_AlphaGamma", Range(0,1)) = 1
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[Toggle]_BlackToAlpha ("_BlackToAlpha", float) = 0
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_CamOffset("Z Offset",float) = 0
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[Enum(UnityEngine.Rendering.BlendMode)]_BlendSrc("_BlendSrc",float) = 5
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[Enum(UnityEngine.Rendering.BlendMode)]_BlendDst("_BlendDst",float) = 10
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}
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SubShader
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{
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LOD 100
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Tags { "RenderType"="Opaque"
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderPipeline" = "UniversalPipeline"
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}
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ZWrite Off
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Cull Off
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Blend [_BlendSrc] [_BlendDst]
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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// #pragma instancing_options procedural:ParticleInstancingSetup
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#pragma shader_feature_local_fragment _EnableDepthTexture
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#include"Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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// #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ParticlesInstancing.hlsl"
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void GetParticleTexcoords(out float2 outputTexcoord, out float3 outputTexcoord2AndBlend, in float4 inputTexcoords, in float inputBlend)
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{
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#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
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if (unity_ParticleUVShiftData.x != 0.0)
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{
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UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
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float numTilesX = unity_ParticleUVShiftData.y;
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float2 animScale = unity_ParticleUVShiftData.zw;
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#ifdef UNITY_PARTICLE_INSTANCE_DATA_NO_ANIM_FRAME
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float sheetIndex = 0.0;
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#else
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float sheetIndex = data.animFrame;
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#endif
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float index0 = floor(sheetIndex);
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float vIdx0 = floor(index0 / numTilesX);
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float uIdx0 = floor(index0 - vIdx0 * numTilesX);
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float2 offset0 = float2(uIdx0 * animScale.x, (1.0 - animScale.y) - vIdx0 * animScale.y); // Copied from built-in as is and it looks like upside-down flip
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outputTexcoord = inputTexcoords.xy * animScale.xy + offset0.xy;
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#ifdef _FLIPBOOKBLENDING_ON
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float index1 = floor(sheetIndex + 1.0);
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float vIdx1 = floor(index1 / numTilesX);
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float uIdx1 = floor(index1 - vIdx1 * numTilesX);
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float2 offset1 = float2(uIdx1 * animScale.x, (1.0 - animScale.y) - vIdx1 * animScale.y);
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outputTexcoord2AndBlend.xy = inputTexcoords.xy * animScale.xy + offset1.xy;
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outputTexcoord2AndBlend.z = frac(sheetIndex);
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#endif
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}
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else
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#endif
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{
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outputTexcoord = inputTexcoords.xy;
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#ifdef _FLIPBOOKBLENDING_ON
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outputTexcoord2AndBlend.xy = inputTexcoords.zw;
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outputTexcoord2AndBlend.z = inputBlend;
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#endif
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}
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#ifndef _FLIPBOOKBLENDING_ON
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outputTexcoord2AndBlend.xy = inputTexcoords.xy;
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outputTexcoord2AndBlend.z = 0.5;
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#endif
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}
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void GetParticleTexcoords(out float2 outputTexcoord, in float2 inputTexcoord)
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{
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float3 dummyTexcoord2AndBlend = 0.0;
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GetParticleTexcoords(outputTexcoord, dummyTexcoord2AndBlend, inputTexcoord.xyxy, 0.0);
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}
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half4 GetParticleColor(half4 color)
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{
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#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
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#if !defined(UNITY_PARTICLE_INSTANCE_DATA_NO_COLOR)
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UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
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color = lerp(half4(1.0, 1.0, 1.0, 1.0), color, unity_ParticleUseMeshColors);
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color *= half4(UnpackFromR8G8B8A8(data.color));
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#endif
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#endif
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return color;
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}
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float GetDepth(float4 projPos){
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float depthTex = SampleSceneDepth(projPos.xy/ projPos.w);
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if(unity_OrthoParams.w == 1)
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{
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#if defined(UNITY_REVERSED_Z)
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#if UNITY_REVERSED_Z == 1
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depthTex = 1.0f - depthTex;
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#endif
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#endif
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return lerp(_ProjectionParams.y, _ProjectionParams.z, depthTex);
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}
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return LinearEyeDepth(depthTex , _ZBufferParams);
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}
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float DepthFadeS(float4 projPos,float fadeStrength){
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#ifdef _EnableDepthTexture
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float sceneZ = GetDepth(projPos);
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float partZ = projPos.z;
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float fade = saturate((sceneZ - partZ)/fadeStrength);
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return fade;
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#else
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return 1;
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#endif
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}
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : TEXCOORD1;
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float4 projPos : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _Color;
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float4 _MainTex_ST;
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float _DepthFade;
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float _CamOffset;
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float _BlackToAlpha;
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float _AlphaGamma;
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CBUFFER_END
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sampler2D _MainTex;
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v2f vert (appdata v)
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{
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v2f o = (v2f)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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// cam offset/
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float3 viewDirLoc= normalize( mul(unity_WorldToObject,float4(_WorldSpaceCameraPos,1)) - v.vertex);
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float3 camDir = mul(unity_WorldToObject,float4(UNITY_MATRIX_V[2].xyz,0));
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float dotdot = dot(viewDirLoc, camDir);
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viewDirLoc /= dotdot;
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v.vertex.xyz += viewDirLoc*_CamOffset;
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o.vertex = TransformObjectToHClip(v.vertex);
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GetParticleTexcoords(o.uv, v.uv);
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o.color = GetParticleColor(v.color);
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o.projPos = ComputeScreenPos (o.vertex);
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o.projPos.z = -TransformWorldToView( mul(unity_ObjectToWorld,v.vertex) ).z;
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return o;
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}
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half4 frag (v2f i) : SV_Target{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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//depth fade
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float depth = DepthFadeS(i.projPos,_DepthFade);
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depth = saturate(depth);
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i.color.a *= depth;
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half4 col = tex2D(_MainTex, i.uv);
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col = lerp(col,half4(1,1,1,col.r),_BlackToAlpha);
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col *= _Color * i.color;
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col.a = lerp(col.a,col.a*col.a,_AlphaGamma) ;
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// #ifdef UNITY_COLORSPACE_GAMMA
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// col.a = col.a;
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// #else
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// col.a = col.a * col.a;
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// #endif
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return col;
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}
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ENDHLSL
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}
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}
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}
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