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

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Shader "MY/Particles/AlphaBlendedOcclusion"
{
Properties
{
_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex("Particle Texture", 2D) = "white" {}
_Value("Value", float) = 2.0
}
Category
{
Tags {"IgnoreProjector" = "True"}
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Lighting Off
ZWrite Off
ZTest 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(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
}