68 lines
1.7 KiB
Plaintext
68 lines
1.7 KiB
Plaintext
Shader "Ethical Motion/Particles/Lit" {
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Properties {
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_TintColor ("Tint Color", Vector) = (0.5,0.5,0.5,0.5)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
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_Thickness ("Thickness Factor", Range(0, 1)) = 0.05
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_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
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_FadeStart ("Distance fade start", Float) = 2
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_FadeEnd ("Distance fade end", Float) = 10
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[HideInInspector] _AlphaMode ("_AlphaMode", Float) = 0
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[HideInInspector] _LightingMode ("_LightingMode", Float) = 0
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[HideInInspector] _LightCount ("_LightCount", Float) = 0
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[HideInInspector] _BlendMode ("_BlendMode", Float) = 0
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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float4 _MainTex_ST;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Vertex_Stage_Output
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{
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float2 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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Texture2D<float4> _MainTex;
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SamplerState sampler_MainTex;
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struct Fragment_Stage_Input
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{
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float2 uv : TEXCOORD0;
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};
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float4 frag(Fragment_Stage_Input input) : SV_TARGET
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{
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return _MainTex.Sample(sampler_MainTex, input.uv.xy);
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}
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ENDHLSL
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}
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}
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Fallback "Hidden/Ethical Motion/Particles/Lit Alpha Blend Shadow Fallback"
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//CustomEditor "EMMaterialInspector"
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} |