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Shader
"Particles/AdditiveLPPV"
{
Properties
{
_MainTex (
"Particle Texture"
, 2D) =
"white"
{}
_TintColor (
"Tint Color"
, Color) = (0.5,0.5,0.5,0.5)
}
Category
{
Tags {
"Queue"
=
"Transparent"
"IgnoreProjector"
=
"True"
"RenderType"
=
"Transparent"
}
Blend SrcAlpha One
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile_fog
// Don’t forget to specify the target
#pragma target 3.0
#include "UnityCG.cginc"
// You have to include this header to have access to ShadeSHPerPixel
#include "UnityStandardUtils.cginc"
fixed4 _TintColor;
sampler2D _MainTex;
struct
appdata_t
{
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct
v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
float3 worldPos : TEXCOORD2;
float3 worldNormal : TEXCOORD3;
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return
o;
}
fixed4 frag (v2f i) : SV_Target
{
half3 currentAmbient = half3(0, 0, 0);
half3 ambient = ShadeSHPerPixel(i.worldNormal, currentAmbient, i.worldPos);
fixed4 col = _TintColor * i.color * tex2D(_MainTex, i.texcoord);
>col.xyz += ambient;
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0));
// fog towards black due to our blend mode
return
col;
}
ENDCG
}
}
}
}
|