-
Notifications
You must be signed in to change notification settings - Fork 8
/
Copy pathBleach_ice_dissolve.shader
83 lines (76 loc) · 1.83 KB
/
Bleach_ice_dissolve.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
Shader "A201-Shader/进阶功能/颜色叠加粒子控制溶解_ice_dissolve"
{
Properties
{
_LightIceColor ("主颜色(粒子透明度控制溶解程度)", Color) = (0,0,1,1)
_MainTex ("主贴图", 2D) = "white" {}
_RampTex ("颜色渐变", 2D) = "white" {}
_CutTex ("Alpha贴图", 2D) = "white" {}
_Cutoff ("Alpha剔除数值", Range(0,1)) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
Cull Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal :NORMAL;
float4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
float3 normalWorld : NORMAL;
float3 viewDirWorld : TEXCOORD1;
UNITY_FOG_COORDS(2)
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _RampTex;
float4 _LightIceColor;
sampler2D _CutTex;
float4 _CutTex_ST;
half _Cutoff;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normalWorld=UnityObjectToWorldNormal(v.normal);
o.viewDirWorld=WorldSpaceViewDir(v.vertex);
//TANGENT_SPACE_ROTATION
o.color = v.color;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
half4 frag (v2f i) : SV_Target
{
float4 col=tex2D(_MainTex,i.uv);
float vn = dot(i.normalWorld,normalize(i.viewDirWorld));
float4 col2=tex2D(_RampTex,float2(vn,0.5));
col += col.a * col2;
col*=_LightIceColor;
float4 cut = tex2D(_CutTex, i.uv);
clip(i.color.a - cut.r);
clip(col.a - _Cutoff);
UNITY_APPLY_FOG(i.fogCoord, col);
//return col;
return col;
}
ENDCG
}
}
}