shaoxiadiablo/Assets/AGame/Res/Shaders/MY/MYParticlesAddGlow.shader
2025-05-18 01:04:31 +08:00

127 lines
2.8 KiB
Plaintext

Shader "MY/Particles/AdditiveGlow"
{
Properties
{
_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex("Particle Texture", 2D) = "white" {}
_AtmoColor("Atmosphere Color", Color) = (0, 0.4, 1.0, 1)
_Size("Size", Float) = 0.1
_OutLightPow("Falloff",Float) = 5
_OutLightStrength("Transparency", Float) = 15
_Value("Value", float) = 2.0
}
Category
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True"}
ColorMask RGB
Blend SrcAlpha One
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_ST;
fixed4 _TintColor;
half _Value;
struct appdata_t
{
half4 vertex : POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
half4 vertex : POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : COLOR
{
fixed4 col = _Value * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0));
return col;
}
ENDCG
}
Pass
{
Name "AtmosphereBase"
Tags{ "LightMode" = "Always" }
Cull Front
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform fixed4 _Color;
uniform fixed4 _AtmoColor;
uniform half _Size;
uniform half _OutLightPow;
uniform half _OutLightStrength;
struct vertexOutput
{
half4 pos:SV_POSITION;
half3 normal:TEXCOORD0;
half3 worldvertpos:TEXCOORD1;
};
vertexOutput vert(appdata_base v)
{
vertexOutput o;
v.vertex.xyz += v.normal*_Size;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.worldvertpos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag(vertexOutput i) :COLOR
{
i.normal = normalize(i.normal);
half3 viewdir = normalize(i.worldvertpos.xyz - _WorldSpaceCameraPos.xyz);
fixed4 color = _AtmoColor;
color.a = pow(saturate(dot(viewdir, i.normal)), _OutLightPow);
color.a *= _OutLightStrength * dot(viewdir, i.normal);
return color;
}
ENDCG
}
}
}
}