2017-08-11 20:15:42 +08:00
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Shader "UI Extensions/Particles/Blend" {
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Properties {
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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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2022-11-28 00:28:14 +08:00
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_StencilComp ("Stencil Comparison", Float) = 8
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2017-08-11 20:15:42 +08:00
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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 DstColor One
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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2019-10-23 05:27:10 +08:00
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ZTest [unity_GUIZTestMode]
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2017-08-11 20:15:42 +08:00
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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
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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sampler2D _MainTex;
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fixed4 _TintColor;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t IN)
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{
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v2f v;
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v.vertex = UnityObjectToClipPos(IN.vertex);
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#ifdef SOFTPARTICLES_ON
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v.projPos = ComputeScreenPos (v.vertex);
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COMPUTE_EYEDEPTH(v.projPos.z);
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#endif
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v.color = IN.color;
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v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
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UNITY_TRANSFER_FOG(v,v.vertex);
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return v;
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}
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2022-11-28 00:28:14 +08:00
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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2017-08-11 20:15:42 +08:00
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float _InvFade;
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fixed4 frag (v2f i) : SV_Target
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color *= fade;
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#endif
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fixed4 col = i.color * tex2D(_MainTex, i.texcoord);
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
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return col;
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}
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ENDCG
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}
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}
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}
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}
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