Files
Fishing2/Assets/TFP/_Standard/0_Extra/Shaders/M3DS/Particle.shader
2025-06-05 07:33:02 +08:00

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8.8 KiB
Plaintext

// 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"
}
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