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Fishing2/Assets/Procedural Worlds/GeNa/Shaders/SB_Billboard.shader
2026-02-28 12:43:44 +08:00

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