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Fishing2/Assets/ThirdParty/LuxWater/Shaders/Particles/Lux Underwater Add.shader
2025-05-10 12:49:47 +08:00

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Shader "Lux Water/Particles/UnderwaterParticles Additive" {
Properties {
[HDR] _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" "PreviewType"="Plane" }
Blend SrcAlpha One
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
//#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
// LuxWater: Additional inputs for the fragment shader
float4 projPos : TEXCOORD2;
float4 fogLighting : TEXCOORD3;
float3 worldPos : TEXCOORD4;
fixed3 scatter : TEXCOORD5;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
// LuxWater: Include the UnderwaterFog file - this must be done after all structs are defined
#include "../Includes/LuxWater_UnderwaterParticleFog.cginc"
v2f vert (appdata_t v) {
// LuxWater: Here we have to setup v2f using: (v2f)0
v2f o = (v2f)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
// LuxWater: We always need this
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
// LuxWater: Call SetupVertexFoglighting which sets up all missing members of v2f
SetupVertexFoglightingAdditive (v, o);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
col.a = saturate(col.a); // alpha should not have double-brightness applied to it, but we can't fix that legacy behavior without breaking everyone's effects, so instead clamp the output to get sensible HDR behavior (case 967476)
//UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
// LuxWater: Add underwater fog and absorption
col.rgb = LuxWater_ParticleFog( col.rgb, i.fogLighting, i.worldPos, i.projPos, i.scatter);
return col;
}
ENDCG
}
}
}
}