UI Particle System update from forum thread
parent
d6cfb41bf5
commit
8bd4312c16
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@ -6,38 +6,36 @@ namespace UnityEngine.UI.Extensions
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{
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#if UNITY_5_3_OR_NEWER
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[ExecuteInEditMode]
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[RequireComponent(typeof(CanvasRenderer))]
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[RequireComponent(typeof(ParticleSystem))]
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[RequireComponent(typeof(CanvasRenderer), typeof(ParticleSystem))]
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[AddComponentMenu("UI/Effects/Extensions/UIParticleSystem")]
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public class UIParticleSystem : MaskableGraphic
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{
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public Texture particleTexture;
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public Sprite particleSprite;
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[Tooltip("Having this enabled run the system in LateUpdate rather than in Update making it faster but less precise (more clunky)")]
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public bool fixedTime = true;
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private Transform _transform;
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private ParticleSystem _particleSystem;
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private ParticleSystem.Particle[] _particles;
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private ParticleSystem pSystem;
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private ParticleSystem.Particle[] particles;
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private UIVertex[] _quad = new UIVertex[4];
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private Vector4 _uv = Vector4.zero;
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private ParticleSystem.TextureSheetAnimationModule _textureSheetAnimation;
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private int _textureSheetAnimationFrames;
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private Vector2 _textureSheedAnimationFrameSize;
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private Vector4 imageUV = Vector4.zero;
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private ParticleSystem.TextureSheetAnimationModule textureSheetAnimation;
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private int textureSheetAnimationFrames;
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private Vector2 textureSheetAnimationFrameSize;
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private ParticleSystemRenderer pRenderer;
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private Material currentMaterial;
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private Texture currentTexture;
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#if UNITY_5_5_OR_NEWER
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private ParticleSystem.MainModule mainModule;
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#endif
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public override Texture mainTexture
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{
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get
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{
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if (particleTexture)
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{
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return particleTexture;
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}
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if (particleSprite)
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{
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return particleSprite.texture;
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}
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return null;
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return currentTexture;
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}
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}
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@ -48,93 +46,71 @@ namespace UnityEngine.UI.Extensions
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{
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_transform = transform;
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}
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// prepare particle system
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ParticleSystemRenderer renderer = GetComponent<ParticleSystemRenderer>();
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bool setParticleSystemMaterial = false;
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if (_particleSystem == null)
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if (pSystem == null)
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{
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_particleSystem = GetComponent<ParticleSystem>();
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pSystem = GetComponent<ParticleSystem>();
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if (_particleSystem == null)
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if (pSystem == null)
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{
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return false;
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}
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// get current particle texture
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if (renderer == null)
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#if UNITY_5_5_OR_NEWER
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mainModule = pSystem.main;
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if (pSystem.main.maxParticles > 14000)
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{
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renderer = _particleSystem.gameObject.AddComponent<ParticleSystemRenderer>();
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mainModule.maxParticles = 14000;
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}
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Material currentMaterial = renderer.sharedMaterial;
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#else
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if (pSystem.maxParticles > 14000)
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pSystem.maxParticles = 14000;
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#endif
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pRenderer = pSystem.GetComponent<ParticleSystemRenderer>();
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if (pRenderer != null)
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pRenderer.enabled = false;
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Shader foundShader = Shader.Find("UI Extensions/Particles/Additive");
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Material pMaterial = new Material(foundShader);
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if (material == null)
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material = pMaterial;
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currentMaterial = material;
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if (currentMaterial && currentMaterial.HasProperty("_MainTex"))
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{
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particleTexture = currentMaterial.mainTexture;
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currentTexture = currentMaterial.mainTexture;
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if (currentTexture == null)
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currentTexture = Texture2D.whiteTexture;
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}
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material = currentMaterial;
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// automatically set scaling
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var main = _particleSystem.main;
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main.scalingMode = ParticleSystemScalingMode.Local;
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_particles = null;
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setParticleSystemMaterial = true;
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}
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else
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{
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if (Application.isPlaying)
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{
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setParticleSystemMaterial = (renderer.material == null);
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}
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#if UNITY_EDITOR
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else
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{
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setParticleSystemMaterial = (renderer.sharedMaterial == null);
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}
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#if UNITY_5_5_OR_NEWER
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mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy;
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#else
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pSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
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#endif
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}
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// automatically set material to UI/Particles/Hidden shader, and get previous texture
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if (setParticleSystemMaterial)
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{
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Material material = new Material(Shader.Find("UI/Particles/Hidden"));
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if (Application.isPlaying)
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{
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renderer.material = material;
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}
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#if UNITY_EDITOR
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else
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{
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material.hideFlags = HideFlags.DontSave;
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renderer.sharedMaterial = material;
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}
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particles = null;
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}
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#if UNITY_5_5_OR_NEWER
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if (particles == null)
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particles = new ParticleSystem.Particle[pSystem.main.maxParticles];
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#else
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if (particles == null)
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particles = new ParticleSystem.Particle[pSystem.maxParticles];
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#endif
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}
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// prepare particles array
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if (_particles == null)
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{
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_particles = new ParticleSystem.Particle[_particleSystem.main.maxParticles];
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}
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// prepare uvs
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if (particleTexture)
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{
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_uv = new Vector4(0, 0, 1, 1);
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}
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else if (particleSprite)
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{
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_uv = UnityEngine.Sprites.DataUtility.GetOuterUV(particleSprite);
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}
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imageUV = new Vector4(0, 0, 1, 1);
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// prepare texture sheet animation
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_textureSheetAnimation = _particleSystem.textureSheetAnimation;
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_textureSheetAnimationFrames = 0;
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_textureSheedAnimationFrameSize = Vector2.zero;
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if (_textureSheetAnimation.enabled)
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textureSheetAnimation = pSystem.textureSheetAnimation;
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textureSheetAnimationFrames = 0;
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textureSheetAnimationFrameSize = Vector2.zero;
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if (textureSheetAnimation.enabled)
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{
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_textureSheetAnimationFrames = _textureSheetAnimation.numTilesX * _textureSheetAnimation.numTilesY;
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_textureSheedAnimationFrameSize = new Vector2(1f / _textureSheetAnimation.numTilesX, 1f / _textureSheetAnimation.numTilesY);
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textureSheetAnimationFrames = textureSheetAnimation.numTilesX * textureSheetAnimation.numTilesY;
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textureSheetAnimationFrameSize = new Vector2(1f / textureSheetAnimation.numTilesX, 1f / textureSheetAnimation.numTilesY);
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}
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return true;
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@ -143,13 +119,11 @@ namespace UnityEngine.UI.Extensions
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protected override void Awake()
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{
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base.Awake();
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if (!Initialize())
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{
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enabled = false;
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}
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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#if UNITY_EDITOR
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@ -161,7 +135,6 @@ namespace UnityEngine.UI.Extensions
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}
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}
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#endif
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// prepare vertices
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vh.Clear();
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@ -170,96 +143,134 @@ namespace UnityEngine.UI.Extensions
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return;
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}
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Vector2 temp = Vector2.zero;
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Vector2 corner1 = Vector2.zero;
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Vector2 corner2 = Vector2.zero;
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// iterate through current particles
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int count = _particleSystem.GetParticles(_particles);
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int count = pSystem.GetParticles(particles);
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for (int i = 0; i < count; ++i)
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{
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ParticleSystem.Particle particle = _particles[i];
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ParticleSystem.Particle particle = particles[i];
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// get particle properties
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Vector2 position = (_particleSystem.main.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
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#if UNITY_5_5_OR_NEWER
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Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
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#else
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Vector2 position = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
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#endif
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float rotation = -particle.rotation * Mathf.Deg2Rad;
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float rotation90 = rotation + Mathf.PI / 2;
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Color32 color = particle.GetCurrentColor(_particleSystem);
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float size = particle.GetCurrentSize(_particleSystem) * 0.5f;
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Color32 color = particle.GetCurrentColor(pSystem);
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float size = particle.GetCurrentSize(pSystem) * 0.5f;
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// apply scale
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if (_particleSystem.main.scalingMode == ParticleSystemScalingMode.Shape)
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{
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#if UNITY_5_5_OR_NEWER
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if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
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position /= canvas.scaleFactor;
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}
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#else
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if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
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position /= canvas.scaleFactor;
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#endif
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// apply texture sheet animation
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Vector4 particleUV = _uv;
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if (_textureSheetAnimation.enabled)
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Vector4 particleUV = imageUV;
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if (textureSheetAnimation.enabled)
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{
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#if UNITY_5_5_OR_NEWER
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float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime);
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frameProgress = _textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime)); // TODO - once Unity allows MinMaxCurve reading
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if (textureSheetAnimation.frameOverTime.curveMin != null)
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{
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frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
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}
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else if (textureSheetAnimation.frameOverTime.curve != null)
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{
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frameProgress = textureSheetAnimation.frameOverTime.curve.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
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}
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else if (textureSheetAnimation.frameOverTime.constant > 0)
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{
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frameProgress = textureSheetAnimation.frameOverTime.constant - (particle.remainingLifetime / particle.startLifetime);
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}
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#else
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float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
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frameProgress = Mathf.Repeat(frameProgress * _textureSheetAnimation.cycleCount, 1);
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#endif
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frameProgress = Mathf.Repeat(frameProgress * textureSheetAnimation.cycleCount, 1);
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int frame = 0;
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switch (_textureSheetAnimation.animation)
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switch (textureSheetAnimation.animation)
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{
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case ParticleSystemAnimationType.WholeSheet:
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frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimationFrames);
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frame = Mathf.FloorToInt(frameProgress * textureSheetAnimationFrames);
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break;
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case ParticleSystemAnimationType.SingleRow:
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frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimation.numTilesX);
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frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX);
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int row = _textureSheetAnimation.rowIndex;
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#if UNITY_5_5_OR_NEWER
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if (_textureSheetAnimation.useRandomRow)
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{
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Random.InitState((int)particle.randomSeed);
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row = Random.Range(0, _textureSheetAnimation.numTilesY);
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}
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#endif
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frame += row * _textureSheetAnimation.numTilesX;
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int row = textureSheetAnimation.rowIndex;
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// if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex?
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// row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed);
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// }
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frame += row * textureSheetAnimation.numTilesX;
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break;
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}
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frame %= _textureSheetAnimationFrames;
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frame %= textureSheetAnimationFrames;
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particleUV.x = (frame % _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.x;
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particleUV.y = Mathf.FloorToInt(frame / _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.y;
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particleUV.z = particleUV.x + _textureSheedAnimationFrameSize.x;
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particleUV.w = particleUV.y + _textureSheedAnimationFrameSize.y;
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particleUV.x = (frame % textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.x;
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particleUV.y = Mathf.FloorToInt(frame / textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.y;
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particleUV.z = particleUV.x + textureSheetAnimationFrameSize.x;
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particleUV.w = particleUV.y + textureSheetAnimationFrameSize.y;
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}
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temp.x = particleUV.x;
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temp.y = particleUV.y;
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_quad[0] = UIVertex.simpleVert;
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_quad[0].color = color;
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_quad[0].uv0 = new Vector2(particleUV.x, particleUV.y);
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_quad[0].uv0 = temp;
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temp.x = particleUV.x;
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temp.y = particleUV.w;
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_quad[1] = UIVertex.simpleVert;
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_quad[1].color = color;
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_quad[1].uv0 = new Vector2(particleUV.x, particleUV.w);
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_quad[1].uv0 = temp;
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temp.x = particleUV.z;
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temp.y = particleUV.w;
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_quad[2] = UIVertex.simpleVert;
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_quad[2].color = color;
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_quad[2].uv0 = new Vector2(particleUV.z, particleUV.w);
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_quad[2].uv0 = temp;
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temp.x = particleUV.z;
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temp.y = particleUV.y;
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_quad[3] = UIVertex.simpleVert;
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_quad[3].color = color;
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_quad[3].uv0 = new Vector2(particleUV.z, particleUV.y);
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_quad[3].uv0 = temp;
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if (rotation == 0)
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{
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// no rotation
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Vector2 corner1 = new Vector2(position.x - size, position.y - size);
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Vector2 corner2 = new Vector2(position.x + size, position.y + size);
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corner1.x = position.x - size;
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corner1.y = position.y - size;
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corner2.x = position.x + size;
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corner2.y = position.y + size;
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_quad[0].position = new Vector2(corner1.x, corner1.y);
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_quad[1].position = new Vector2(corner1.x, corner2.y);
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_quad[2].position = new Vector2(corner2.x, corner2.y);
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_quad[3].position = new Vector2(corner2.x, corner1.y);
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temp.x = corner1.x;
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temp.y = corner1.y;
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_quad[0].position = temp;
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temp.x = corner1.x;
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temp.y = corner2.y;
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_quad[1].position = temp;
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temp.x = corner2.x;
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temp.y = corner2.y;
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_quad[2].position = temp;
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temp.x = corner2.x;
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temp.y = corner1.y;
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_quad[3].position = temp;
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}
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else
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{
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@ -279,24 +290,45 @@ namespace UnityEngine.UI.Extensions
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void Update()
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{
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if (Application.isPlaying)
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if (!fixedTime && Application.isPlaying)
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{
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// unscaled animation within UI
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_particleSystem.Simulate(Time.unscaledDeltaTime, false, false);
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pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
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SetAllDirty();
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if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
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(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
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{
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pSystem = null;
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Initialize();
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}
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}
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}
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#if UNITY_EDITOR
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void LateUpdate()
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{
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if (!Application.isPlaying)
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{
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SetAllDirty();
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}
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else
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{
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if (fixedTime)
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{
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pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
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SetAllDirty();
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if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
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(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
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{
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pSystem = null;
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Initialize();
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}
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}
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}
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if (material == currentMaterial)
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return;
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pSystem = null;
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Initialize();
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}
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#endif
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}
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#endif
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}
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@ -0,0 +1,104 @@
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Shader "UI Extensions/Particles/Additive" {
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Properties {
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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Blend SrcAlpha One
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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SubShader {
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Pass {
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CGPROGRAM
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||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t IN)
|
||||
{
|
||||
v2f v;
|
||||
v.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
v.projPos = ComputeScreenPos (v.vertex);
|
||||
COMPUTE_EYEDEPTH(v.projPos.z);
|
||||
#endif
|
||||
v.color = IN.color;
|
||||
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
|
||||
UNITY_TRANSFER_FOG(v,v.vertex);
|
||||
return v;
|
||||
}
|
||||
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
float _InvFade;
|
||||
|
||||
fixed4 frag (v2f IN) : SV_Target
|
||||
{
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(IN.projPos)));
|
||||
float partZ = IN.projPos.z;
|
||||
float fade = saturate (_InvFade * (sceneZ-partZ));
|
||||
IN.color.a *= fade;
|
||||
#endif
|
||||
|
||||
fixed4 col = 2.0f * IN.color * _TintColor * tex2D(_MainTex, IN.texcoord);
|
||||
UNITY_APPLY_FOG_COLOR(IN.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e064104788d94b349ab13141a30b5660
|
||||
timeCreated: 1502443970
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,108 @@
|
|||
Shader "UI Extensions/Particles/~Additive-Multiply" {
|
||||
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
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t IN)
|
||||
{
|
||||
v2f v;
|
||||
v.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
v.projPos = ComputeScreenPos (v.vertex);
|
||||
COMPUTE_EYEDEPTH(v.projPos.z);
|
||||
#endif
|
||||
v.color = IN.color;
|
||||
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
|
||||
UNITY_TRANSFER_FOG(v,v.vertex);
|
||||
return v;
|
||||
}
|
||||
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
float _InvFade;
|
||||
|
||||
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 *= fade;
|
||||
#endif
|
||||
|
||||
fixed4 tex = tex2D(_MainTex, i.texcoord);
|
||||
fixed4 col;
|
||||
col.rgb = _TintColor.rgb * tex.rgb * i.color.rgb * 2.0f;
|
||||
col.a = (1 - tex.a) * (_TintColor.a * i.color.a * 2.0f);
|
||||
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 088bbfd9222ee044cb4e4699336e9ff1
|
||||
timeCreated: 1502443969
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,104 @@
|
|||
Shader "UI Extensions/Particles/Additive (Soft)" {
|
||||
Properties {
|
||||
_MainTex ("Particle Texture", 2D) = "white" {}
|
||||
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
|
||||
Blend One OneMinusSrcColor
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t IN)
|
||||
{
|
||||
v2f v;
|
||||
v.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
v.projPos = ComputeScreenPos (v.vertex);
|
||||
COMPUTE_EYEDEPTH(v.projPos.z);
|
||||
#endif
|
||||
v.color = IN.color;
|
||||
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
|
||||
UNITY_TRANSFER_FOG(v,v.vertex);
|
||||
return v;
|
||||
}
|
||||
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
float _InvFade;
|
||||
|
||||
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
|
||||
|
||||
half4 col = i.color * tex2D(_MainTex, i.texcoord);
|
||||
col.rgb *= col.a;
|
||||
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4c2211b120168e44db4a3a8417013615
|
||||
timeCreated: 1502443969
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,104 @@
|
|||
Shader "UI Extensions/Particles/Alpha Blended" {
|
||||
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
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t IN)
|
||||
{
|
||||
v2f v;
|
||||
v.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
v.projPos = ComputeScreenPos (v.vertex);
|
||||
COMPUTE_EYEDEPTH(v.projPos.z);
|
||||
#endif
|
||||
v.color = IN.color;
|
||||
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
|
||||
UNITY_TRANSFER_FOG(v,v.vertex);
|
||||
return v;
|
||||
}
|
||||
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
float _InvFade;
|
||||
|
||||
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
|
||||
|
||||
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c3d7d8d71a91071469ad7019e77864d6
|
||||
timeCreated: 1502443970
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,103 @@
|
|||
Shader "UI Extensions/Particles/Blend" {
|
||||
Properties {
|
||||
_MainTex ("Particle Texture", 2D) = "white" {}
|
||||
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
|
||||
Blend DstColor One
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t IN)
|
||||
{
|
||||
v2f v;
|
||||
v.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
v.projPos = ComputeScreenPos (v.vertex);
|
||||
COMPUTE_EYEDEPTH(v.projPos.z);
|
||||
#endif
|
||||
v.color = IN.color;
|
||||
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
|
||||
UNITY_TRANSFER_FOG(v,v.vertex);
|
||||
return v;
|
||||
}
|
||||
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
float _InvFade;
|
||||
|
||||
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 *= fade;
|
||||
#endif
|
||||
|
||||
fixed4 col = i.color * tex2D(_MainTex, i.texcoord);
|
||||
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 98fed5ba500a9a04a80325266b9911bb
|
||||
timeCreated: 1502443970
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,103 @@
|
|||
Shader "UI Extensions/Particles/Multiply" {
|
||||
Properties {
|
||||
_MainTex ("Particle Texture", 2D) = "white" {}
|
||||
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
|
||||
Blend Zero SrcColor
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t IN)
|
||||
{
|
||||
v2f v;
|
||||
v.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
v.projPos = ComputeScreenPos (v.vertex);
|
||||
COMPUTE_EYEDEPTH(v.projPos.z);
|
||||
#endif
|
||||
v.color = IN.color;
|
||||
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
|
||||
UNITY_TRANSFER_FOG(v,v.vertex);
|
||||
return v;
|
||||
}
|
||||
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
float _InvFade;
|
||||
|
||||
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
|
||||
|
||||
half4 prev = i.color * tex2D(_MainTex, i.texcoord);
|
||||
fixed4 col = lerp(half4(1,1,1,1), prev, prev.a);
|
||||
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1,1,1,1)); // fog towards white due to our blend mode
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 320f6bb7bde369b4a85c9d89a9ba5268
|
||||
timeCreated: 1502443969
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,107 @@
|
|||
Shader "UI Extensions/Particles/Multiply (Double)" {
|
||||
Properties {
|
||||
_MainTex ("Particle Texture", 2D) = "white" {}
|
||||
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
|
||||
Blend DstColor SrcColor
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t IN)
|
||||
{
|
||||
v2f v;
|
||||
v.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
v.projPos = ComputeScreenPos (v.vertex);
|
||||
COMPUTE_EYEDEPTH(v.projPos.z);
|
||||
#endif
|
||||
v.color = IN.color;
|
||||
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
|
||||
UNITY_TRANSFER_FOG(v,v.vertex);
|
||||
return v;
|
||||
}
|
||||
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
float _InvFade;
|
||||
|
||||
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
|
||||
|
||||
fixed4 col;
|
||||
fixed4 tex = tex2D(_MainTex, i.texcoord);
|
||||
col.rgb = tex.rgb * i.color.rgb * 2;
|
||||
col.a = i.color.a * tex.a;
|
||||
col = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), col, col.a);
|
||||
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0.5,0.5,0.5,0.5)); // fog towards gray due to our blend mode
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0765ecef58833c3429346a1fee45e4e0
|
||||
timeCreated: 1502443969
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,104 @@
|
|||
Shader "UI Extensions/Particles/Alpha Blended Premultiply" {
|
||||
Properties {
|
||||
|
||||
_MainTex ("Particle Texture", 2D) = "white" {}
|
||||
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD1;
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t IN)
|
||||
{
|
||||
v2f v;
|
||||
v.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
v.projPos = ComputeScreenPos (v.vertex);
|
||||
COMPUTE_EYEDEPTH(v.projPos.z);
|
||||
#endif
|
||||
v.color = IN.color;
|
||||
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
float _InvFade;
|
||||
|
||||
fixed4 frag (v2f IN) : SV_Target
|
||||
{
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(IN.projPos)));
|
||||
float partZ = IN.projPos.z;
|
||||
float fade = saturate (_InvFade * (sceneZ-partZ));
|
||||
IN.color.a *= fade;
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
return IN.color * tex2D(_MainTex, IN.texcoord) * IN.color.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0596a6838d78f624397b642817cf20bc
|
||||
timeCreated: 1502443969
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,42 @@
|
|||
Shader "UI Extensions/Particles/VertexLit Blended" {
|
||||
Properties {
|
||||
_EmisColor ("Emissive Color", Color) = (.2,.2,.2,0)
|
||||
_MainTex ("Particle Texture", 2D) = "white" {}
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
|
||||
Tags { "LightMode" = "Vertex" }
|
||||
Cull Off
|
||||
Lighting On
|
||||
Material { Emission [_EmisColor] }
|
||||
ColorMaterial AmbientAndDiffuse
|
||||
ZWrite Off
|
||||
ColorMask RGB
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Pass {
|
||||
|
||||
SetTexture [_MainTex] { combine primary * texture }
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 65bbb789ada58ab44aaedbe09687f089
|
||||
timeCreated: 1502443969
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue