// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "M3DS/Particle" { Properties { _Color("Color", Color) = (0,0,0,0) _Albedo("Albedo", 2D) = "white" {} _DepthFadeDistance("Depth Fade Distance", Range( 0 , 10)) = 2 _TransmissionAmount("Transmission Amount", Range( 0 , 1)) = 0.5 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" } Cull Back CGINCLUDE #include "UnityPBSLighting.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float2 uv_texcoord; float4 vertexColor : COLOR; float4 screenPos; }; struct SurfaceOutputStandardCustom { half3 Albedo; half3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; half Alpha; half3 Transmission; }; uniform sampler2D _Albedo; uniform float4 _Albedo_ST; uniform float4 _Color; uniform float _TransmissionAmount; UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); uniform float4 _CameraDepthTexture_TexelSize; uniform float _DepthFadeDistance; inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi ) { half3 transmission = max(0 , -dot(s.Normal, gi.light.dir)) * gi.light.color * s.Transmission; half4 d = half4(s.Albedo * transmission , 0); SurfaceOutputStandard r; r.Albedo = s.Albedo; r.Normal = s.Normal; r.Emission = s.Emission; r.Metallic = s.Metallic; r.Smoothness = s.Smoothness; r.Occlusion = s.Occlusion; r.Alpha = s.Alpha; return LightingStandard (r, viewDir, gi) + d; } inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi ) { #if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); #else UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data ); gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g ); #endif } void surf( Input i , inout SurfaceOutputStandardCustom o ) { float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; float4 tex2DNode21 = tex2D( _Albedo, uv_Albedo ); o.Albedo = ( tex2DNode21 * _Color * i.vertexColor ).rgb; float3 temp_cast_1 = (_TransmissionAmount).xxx; o.Transmission = temp_cast_1; float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth30 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); float distanceDepth30 = abs( ( screenDepth30 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _DepthFadeDistance ) ); float clampResult33 = clamp( distanceDepth30 , 0.0 , 1.0 ); o.Alpha = ( ( tex2DNode21.a * _Color.a * i.vertexColor.a ) * clampResult33 ); } ENDCG CGPROGRAM #pragma surface surf StandardCustom alpha:fade keepalpha fullforwardshadows exclude_path:deferred ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float3 worldPos : TEXCOORD2; float4 screenPos : TEXCOORD3; half4 color : COLOR0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) o.screenPos = ComputeScreenPos( o.pos ); o.color = v.color; return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.screenPos = IN.screenPos; surfIN.vertexColor = IN.color; SurfaceOutputStandardCustom o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardCustom, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; clip( alphaRef - 0.01 ); SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18909 1595;239;1546;929;1713.054;774.9056;1;True;False Node;AmplifyShaderEditor.RangedFloatNode;31;-1605.83,-1039.796;Inherit;False;Property;_DepthFadeDistance;Depth Fade Distance;2;0;Create;True;0;0;0;False;0;False;2;5;0;10;0;1;FLOAT;0 Node;AmplifyShaderEditor.ColorNode;28;-1277.682,-488.0502;Inherit;False;Property;_Color;Color;0;0;Create;True;0;0;0;False;0;False;0,0,0,0;0.669838,0.6886792,0.5944731,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;21;-1355.713,-742.8568;Inherit;True;Property;_Albedo;Albedo;1;0;Create;True;0;0;0;False;0;False;-1;b20fec4bd8547f1408491f05ffa4e052;b20fec4bd8547f1408491f05ffa4e052;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.VertexColorNode;36;-1377.904,-303.2266;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.DepthFade;30;-1252.682,-1071.05;Inherit;False;True;False;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;29;-874.4164,-241.3824;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ClampOpNode;33;-976.364,-1075.984;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;32;-719.6515,-246.5888;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;25;-1336.272,-16.56894;Inherit;False;Property;_TransmissionAmount;Transmission Amount;3;0;Create;True;0;0;0;False;0;False;0.5;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;26;-956.6816,-599.0502;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;-569.9976,-453.34;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;M3DS/Particle;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;ForwardOnly;16;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;3;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;False;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 WireConnection;30;0;31;0 WireConnection;29;0;21;4 WireConnection;29;1;28;4 WireConnection;29;2;36;4 WireConnection;33;0;30;0 WireConnection;32;0;29;0 WireConnection;32;1;33;0 WireConnection;26;0;21;0 WireConnection;26;1;28;0 WireConnection;26;2;36;0 WireConnection;0;0;26;0 WireConnection;0;6;25;0 WireConnection;0;9;32;0 ASEEND*/ //CHKSM=DBBB06A9021205B390B0205EF501E6E759CC37D1