RO_Particle Add_dissolve.shader 3.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154
  1. Shader "RO/RO_Particle Add_dissolve" {
  2. Properties {
  3. _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
  4. _MainTex ("Texture", 2D) = "white" {}
  5. [Space]
  6. [Toggle(MASK)] _MaskOn ("Enable Mask?", float) = 0
  7. _MaskTex ("Mask (A)", 2D) = "white" {}
  8. _CutOff ("Alpha CutOff", Range(0,1.0)) = 0.5
  9. [Space]
  10. [Toggle(SCROLL)] _ScrollOn ("Enable Scroll?", float) = 0
  11. [Enum(Manual, 0, AutoMain, 1, AutoMask, 2)] _ScrollType ("Scroll Type", float) = 0
  12. [Space]
  13. _UV ("UV Main", vector) = (1,1,0,0)
  14. _UV2 ("UV Mask", vector) = (1,1,0,0)
  15. _SpeedU ("Scroll Speed U", float) = 1
  16. _SpeedV ("Scroll Speed V", float) = 0
  17. }
  18. Category {
  19. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
  20. Blend SrcAlpha One
  21. ColorMask RGBA
  22. Cull Off Lighting Off ZWrite Off
  23. SubShader {
  24. Pass {
  25. CGPROGRAM
  26. #pragma vertex vert
  27. #pragma fragment frag
  28. #pragma multi_compile_fog
  29. #pragma shader_feature MASK
  30. #pragma shader_feature SCROLL
  31. #include "UnityCG.cginc"
  32. sampler2D _MainTex;
  33. fixed4 _TintColor;
  34. float4 _MainTex_ST;
  35. #if MASK
  36. sampler2D _MaskTex;
  37. float4 _MaskTex_ST;
  38. float _CutOff;
  39. struct appdata_t {
  40. float4 vertex : POSITION;
  41. fixed4 color : COLOR;
  42. float2 texcoord : TEXCOORD0;
  43. float2 texcoordm : TEXCOORD1;
  44. };
  45. struct v2f {
  46. float4 vertex : SV_POSITION;
  47. fixed4 color : COLOR;
  48. float2 texcoord : TEXCOORD0;
  49. float2 texcoordm : TEXCOORD1;
  50. UNITY_FOG_COORDS(2)
  51. };
  52. #else
  53. struct appdata_t {
  54. float4 vertex : POSITION;
  55. fixed4 color : COLOR;
  56. float2 texcoord : TEXCOORD0;
  57. };
  58. struct v2f {
  59. float4 vertex : SV_POSITION;
  60. fixed4 color : COLOR;
  61. float2 texcoord : TEXCOORD0;
  62. UNITY_FOG_COORDS(1)
  63. };
  64. #endif
  65. #if SCROLL
  66. float _ScrollType;
  67. float4 _UV;
  68. float4 _UV2;
  69. float _SpeedU;
  70. float _SpeedV;
  71. #endif
  72. v2f vert (appdata_t v)
  73. {
  74. v2f o;
  75. o.vertex = UnityObjectToClipPos(v.vertex);
  76. o.color = v.color;
  77. o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
  78. #if SCROLL
  79. float2 tc0 = float2(o.texcoord.x * _UV.x + _UV.z, o.texcoord.y * _UV.y + _UV.w);//: use step : lihouran
  80. float2 tc1 = o.texcoord + _Time.x * float2(_SpeedU, _SpeedV);
  81. float f = step(_ScrollType, 0.5);
  82. o.texcoord = f * tc0 + (1 - f) * tc1;
  83. /*if (_ScrollType == 0){
  84. o.texcoord = float2(o.texcoord.x * _UV.x + _UV.z, o.texcoord.y * _UV.y + _UV.w);
  85. }
  86. else if (_ScrollType == 1){
  87. o.texcoord += _Time.x * float2(_SpeedU, _SpeedV);
  88. }*/
  89. #endif
  90. #if MASK
  91. o.texcoordm = TRANSFORM_TEX(v.texcoordm, _MaskTex);
  92. #if SCROLL
  93. float2 tcm0 = float2(o.texcoordm.x * _UV2.x + _UV2.z, o.texcoordm.y * _UV2.y + _UV2.w);//: use step : lihouran
  94. float2 tcm1 = o.texcoordm + _Time.x * float2(_SpeedU, _SpeedV);
  95. float fm = step(_ScrollType, 1);
  96. o.texcoordm = fm * tcm0 + (1 - fm) * tcm1;
  97. /*if (_ScrollType == 0){
  98. o.texcoordm = float2(o.texcoordm.x * _UV2.x + _UV2.z, o.texcoordm.y * _UV2.y + _UV2.w);
  99. }
  100. else if (_ScrollType == 2){
  101. o.texcoordm += _Time.x * float2(_SpeedU, _SpeedV);
  102. }*/
  103. #endif
  104. #endif
  105. UNITY_TRANSFER_FOG(o,o.vertex);
  106. return o;
  107. }
  108. fixed4 frag (v2f i) : SV_Target
  109. {
  110. fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
  111. #if MASK
  112. col.a *= UNITY_SAMPLE_1CHANNEL(_MaskTex, i.texcoordm);
  113. clip(col.a - _CutOff);
  114. #endif
  115. col *= _TintColor * 1.5;
  116. UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
  117. return col;
  118. }
  119. ENDCG
  120. }
  121. }
  122. }
  123. }