外星碎片动效
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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||||||
|
#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 int _DstBlend;
|
||||||
|
uniform int _SrcBlend;
|
||||||
|
uniform float _EmissiveMultiply;
|
||||||
|
uniform float _OpacityMultiply;
|
||||||
|
|
||||||
|
|
||||||
|
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 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||||
|
float4 temp_output_6_0 = ( _TintColor * tex2D( _MainTex, uv_MainTex ) * i.color * unity_ColorSpaceDouble );
|
||||||
|
float4 appendResult11 = (float4(( _EmissiveMultiply * (temp_output_6_0).rgb ) , saturate( ( (temp_output_6_0).a * _OpacityMultiply ) )));
|
||||||
|
|
||||||
|
|
||||||
|
fixed4 col = appendResult11;
|
||||||
|
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||||
|
return col;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
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CustomEditor "ASEMaterialInspector"
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}
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Loading…
x
Reference in New Issue
Block a user