115 lines
3.1 KiB
Plaintext
115 lines
3.1 KiB
Plaintext
Shader "Procedural Worlds/SB_Billboard"
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{
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//BEGIN STORM EDIT
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CGINCLUDE
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:storm_setup
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#include "GeNaIndirectBase.cginc"
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ENDCG
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//END STORM EDIT
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Properties
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{
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_TintA("TintA", Color) = (0,1,0,1)
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_TintB("TintB", Color) = (0,1,1,0.5)
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_BaseMap("Input Texture", 2D) = "white" {}
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_Cutoff("Cutoff", Range( 0 , 1)) = 0.5
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Cull back Lighting Off ZWrite Off
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ZTEST always
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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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#pragma target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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sampler2D _BaseMap;
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fixed4 _TintColor;
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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_FOG_COORDS(1)
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float4 projPos : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _BaseMap_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_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#else
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o.projPos = float4(1.0f, 1.0f, 1.0f, 1.0f);
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#endif
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_BaseMap);
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// billboard mesh towards camera
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float3 vpos = mul((float3x3)unity_ObjectToWorld, v.vertex.xyz);
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float4 worldCoord = float4(unity_ObjectToWorld._m03, unity_ObjectToWorld._m13, unity_ObjectToWorld._m23, 1);
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float4 viewPos = mul(UNITY_MATRIX_V, worldCoord) + float4(vpos, 0);
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float4 outPos = mul(UNITY_MATRIX_P, viewPos);
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o.vertex = outPos;
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UNITY_TRANSFER_FOG(o,o.vertex);
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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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float4 _TintA;
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float4 _TintB;
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float _Cutoff;
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float4 frag (v2f i) : SV_Target
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{
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float4 texSample = tex2D( _BaseMap, i.texcoord );
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float4 col = float4(1,1,1,1);
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col.a *= texSample.a;
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clip( col.a - _Cutoff);
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z - (texSample.b - 0.5f);
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float fade = saturate (10 * (sceneZ-partZ));
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i.color *= lerp(_TintB,_TintA,saturate(fade));
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col = i.color * col;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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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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