98 lines
2.7 KiB
Plaintext
98 lines
2.7 KiB
Plaintext
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Shader "Lux Water/Projectors/Foam Projector" {
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Properties {
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
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[Enum(UnityEngine.Rendering.CullMode)] _Culling ("Culling", Float) = 0
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[Header(Blending)]
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[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc (" SrcFactor", Float) = 5
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[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst (" DstFactor", Float) = 1
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[Space(5)]
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_Opacity("Opacity", Range(0,1)) = 1
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_MainTex ("Mask (R)", 2D) = "white" {}
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[Space(5)]
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[KeywordEnum(Simple, Foam)] _Overlay ("Overlay mode", Float) = 0
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}
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Category {
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Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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ZTest [_ZTest]
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ZWrite Off
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Cull [_Culling]
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Blend [_BlendSrc] [_BlendDst]
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ColorMask RGB
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Lighting Off
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SubShader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// Because of Instancing
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#pragma target 3.5
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#pragma multi_compile _OVERLAY_SIMPLE _OVERLAY_FOAM
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed _Opacity;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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return o;
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}
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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fixed4 frag (v2f i) : SV_Target {
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fixed col = i.color.a * tex2D(_MainTex, i.texcoord).r * _Opacity;
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#if defined(_OVERLAY_FOAM)
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return fixed4(col.r, 0, 0, col.r );
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#else
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return fixed4(0, col.r, 0, col.r );
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#endif
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}
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ENDCG
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}
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}
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}
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}
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