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OffScreenParticle_ParticleAlphaBlend.shader
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/// <summary>
/// Off Screen Particle Rendering System
/// ©2015 Disruptor Beam
/// Written by Jason Booth ([email protected])
/// </summary>
// example of a alpha-blend shader. Note, offscreen rendering requires premultiplied alpha and manual z-testing
// both of which can be done in the pixel shader.
Shader "OffScreenParticles/AlphaBlend"
{
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
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend One OneMinusSrcAlpha // note, we use premultiplied alpha, so 1 (1-src)
Cull Off Lighting Off ZWrite Off
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D_float _CameraDepthTexture;
fixed4 _TintColor;
float _InvFade;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 projPos : TEXCOORD1;
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.projPos = ComputeScreenPos (o.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = i.color * _TintColor * tex2D(_MainTex, i.texcoord);
// Do Z clip
float zbuf = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float zalpha = saturate((zbuf - partZ + 1e-2f)*10000);
// soft particle
float fade = saturate (_InvFade * (zbuf-partZ));
col.a *= zalpha * fade;
// premultiply alpha
col.rgb *= col.a;
return col;
}
ENDCG
}
}
}
}