Updated Depth Texture sampler in UI Particles Shaders
Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/401pull/413/head
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c2ada36c41
commit
3dbd9261cd
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@ -82,7 +82,7 @@ Category {
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return v;
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return v;
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}
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}
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sampler2D_float _CameraDepthTexture;
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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float _InvFade;
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fixed4 frag (v2f IN) : SV_Target
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fixed4 frag (v2f IN) : SV_Target
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@ -82,7 +82,7 @@ Category {
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return v;
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return v;
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}
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}
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sampler2D_float _CameraDepthTexture;
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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float _InvFade;
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fixed4 frag (v2f i) : SV_Target
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fixed4 frag (v2f i) : SV_Target
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@ -2,8 +2,7 @@ Shader "UI Extensions/Particles/Additive (Soft)" {
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Properties {
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Properties {
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_MainTex ("Particle Texture", 2D) = "white" {}
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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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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_StencilComp ("Stencil Comparison", Float) = 8
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", 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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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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@ -81,7 +80,7 @@ Category {
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return v;
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return v;
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}
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}
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sampler2D_float _CameraDepthTexture;
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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float _InvFade;
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fixed4 frag (v2f i) : SV_Target
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fixed4 frag (v2f i) : SV_Target
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@ -3,8 +3,7 @@ Properties {
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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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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_MainTex ("Particle Texture", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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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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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", 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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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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@ -82,7 +81,7 @@ Category {
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return v;
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return v;
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}
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}
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sampler2D_float _CameraDepthTexture;
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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float _InvFade;
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fixed4 frag (v2f i) : SV_Target
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fixed4 frag (v2f i) : SV_Target
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@ -2,8 +2,7 @@ Shader "UI Extensions/Particles/Blend" {
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Properties {
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Properties {
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_MainTex ("Particle Texture", 2D) = "white" {}
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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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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_StencilComp ("Stencil Comparison", Float) = 8
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", 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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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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@ -81,7 +80,7 @@ Category {
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return v;
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return v;
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}
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}
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sampler2D_float _CameraDepthTexture;
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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float _InvFade;
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fixed4 frag (v2f i) : SV_Target
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fixed4 frag (v2f i) : SV_Target
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@ -2,8 +2,7 @@ Shader "UI Extensions/Particles/Multiply" {
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Properties {
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Properties {
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_MainTex ("Particle Texture", 2D) = "white" {}
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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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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_StencilComp ("Stencil Comparison", Float) = 8
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", 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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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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@ -80,7 +79,7 @@ Category {
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return v;
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return v;
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}
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}
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sampler2D_float _CameraDepthTexture;
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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float _InvFade;
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fixed4 frag (v2f i) : SV_Target
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fixed4 frag (v2f i) : SV_Target
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@ -2,8 +2,7 @@ Shader "UI Extensions/Particles/Multiply (Double)" {
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Properties {
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Properties {
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_MainTex ("Particle Texture", 2D) = "white" {}
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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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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_StencilComp ("Stencil Comparison", Float) = 8
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", 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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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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@ -81,7 +80,7 @@ Category {
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return v;
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return v;
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}
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}
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sampler2D_float _CameraDepthTexture;
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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float _InvFade;
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fixed4 frag (v2f i) : SV_Target
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fixed4 frag (v2f i) : SV_Target
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@ -3,8 +3,7 @@ Properties {
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_MainTex ("Particle Texture", 2D) = "white" {}
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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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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_StencilComp ("Stencil Comparison", Float) = 8
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", 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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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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@ -82,7 +81,7 @@ Category {
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return v;
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return v;
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}
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}
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sampler2D_float _CameraDepthTexture;
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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float _InvFade;
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fixed4 frag (v2f IN) : SV_Target
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fixed4 frag (v2f IN) : SV_Target
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@ -3,7 +3,7 @@ Properties {
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_EmisColor ("Emissive Color", Color) = (.2,.2,.2,0)
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_EmisColor ("Emissive Color", Color) = (.2,.2,.2,0)
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_MainTex ("Particle Texture", 2D) = "white" {}
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_MainTex ("Particle Texture", 2D) = "white" {}
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_StencilComp ("Stencil Comparison", Float) = 8
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", 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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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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