Updated Depth Texture sampler in UI Particles Shaders

Resolves:
- https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/401
pull/413/head
Simon Jackson 2022-11-27 16:28:14 +00:00
parent c2ada36c41
commit 3dbd9261cd
9 changed files with 15 additions and 21 deletions

View File

@ -82,7 +82,7 @@ Category {
return v;
}
sampler2D_float _CameraDepthTexture;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f IN) : SV_Target

View File

@ -82,7 +82,7 @@ Category {
return v;
}
sampler2D_float _CameraDepthTexture;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f i) : SV_Target

View File

@ -2,8 +2,7 @@ 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
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
@ -81,7 +80,7 @@ Category {
return v;
}
sampler2D_float _CameraDepthTexture;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f i) : SV_Target

View File

@ -3,8 +3,7 @@ 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
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
@ -82,7 +81,7 @@ Category {
return v;
}
sampler2D_float _CameraDepthTexture;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f i) : SV_Target

View File

@ -2,8 +2,7 @@ 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
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
@ -81,7 +80,7 @@ Category {
return v;
}
sampler2D_float _CameraDepthTexture;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f i) : SV_Target

View File

@ -2,8 +2,7 @@ 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
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
@ -80,7 +79,7 @@ Category {
return v;
}
sampler2D_float _CameraDepthTexture;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f i) : SV_Target

View File

@ -2,8 +2,7 @@ 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
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
@ -81,7 +80,7 @@ Category {
return v;
}
sampler2D_float _CameraDepthTexture;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f i) : SV_Target

View File

@ -3,8 +3,7 @@ Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_StencilComp ("Stencil Comparison", Float) = 8
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
@ -82,7 +81,7 @@ Category {
return v;
}
sampler2D_float _CameraDepthTexture;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f IN) : SV_Target

View File

@ -3,7 +3,7 @@ Properties {
_EmisColor ("Emissive Color", Color) = (.2,.2,.2,0)
_MainTex ("Particle Texture", 2D) = "white" {}
_StencilComp ("Stencil Comparison", Float) = 8
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255