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Assets/Lux 2.0/Shader/Lux Particles/Lux Particle Alpha Blend Sized.shader
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Shader "Lux/Particles/Alpha Blended Sized" { | ||
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 | ||
} | ||
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Category { | ||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } | ||
Blend SrcAlpha OneMinusSrcAlpha | ||
AlphaTest Greater .01 | ||
ColorMask RGB | ||
Cull Off Lighting Off ZWrite Off | ||
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SubShader { | ||
Pass { | ||
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CGPROGRAM | ||
#pragma vertex vert | ||
#pragma fragment frag | ||
#pragma multi_compile_particles | ||
#pragma multi_compile_fog | ||
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#include "UnityCG.cginc" | ||
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sampler2D _MainTex; | ||
fixed4 _TintColor; | ||
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float2 _LuxSplashSize; | ||
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struct appdata_t { | ||
float4 vertex : POSITION; | ||
fixed4 color : COLOR; | ||
float2 texcoord : TEXCOORD0; | ||
}; | ||
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struct v2f { | ||
float4 vertex : SV_POSITION; | ||
fixed4 color : COLOR; | ||
float2 texcoord : TEXCOORD0; | ||
UNITY_FOG_COORDS(1) | ||
#ifdef SOFTPARTICLES_ON | ||
float4 projPos : TEXCOORD2; | ||
#endif | ||
}; | ||
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float4 _MainTex_ST; | ||
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v2f vert (appdata_t v) | ||
{ | ||
v2f o; | ||
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex ); | ||
#ifdef SOFTPARTICLES_ON | ||
o.projPos = ComputeScreenPos (o.vertex); | ||
COMPUTE_EYEDEPTH(o.projPos.z); | ||
#endif | ||
o.color = v.color; | ||
// o.texcoord = TRANSFORM_TEX(v.texcoord * (1.0 + _LuxSplashSize).xx - float2(0,(1.0 + _LuxSplashSize)) , _MainTex); | ||
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); | ||
o.texcoord.y = lerp(o.texcoord.y, o.texcoord.y * 2.0 - 0.5 , _LuxSplashSize.x ); | ||
UNITY_TRANSFER_FOG(o,o.vertex); | ||
return o; | ||
} | ||
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sampler2D_float _CameraDepthTexture; | ||
float _InvFade; | ||
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fixed4 frag (v2f i) : SV_Target | ||
{ | ||
#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 | ||
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fixed4 col = 2.0f * i.color * _LuxSplashSize.y * _TintColor * tex2D(_MainTex, i.texcoord); | ||
UNITY_APPLY_FOG(i.fogCoord, col); | ||
return col; | ||
} | ||
ENDCG | ||
} | ||
} | ||
} | ||
} |
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Assets/Lux 2.0/Shader/Lux Particles/Lux Particle Alpha Blend Sized.shader.meta
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