130 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			130 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
// Curved World <http://u3d.as/1W8h>
 | 
						|
// Copyright (c) Amazing Assets <https://amazingassets.world>
 | 
						|
 
 | 
						|
 | 
						|
 | 
						|
// Simplified Multiply Particle shader. Differences from regular Multiply Particle one:
 | 
						|
// - no Smooth particle support
 | 
						|
// - no AlphaTest
 | 
						|
// - no ColorMask
 | 
						|
 | 
						|
 | 
						|
Shader "Amazing Assets/Curved World/Mobile/Particles/Multiply" 
 | 
						|
{
 | 
						|
    Properties 
 | 
						|
    {
 | 
						|
        [HideInInspector][CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0)
 | 
						|
 | 
						|
        _MainTex ("Particle Texture", 2D) = "white" { }
 | 
						|
    }
 | 
						|
 | 
						|
SubShader 
 | 
						|
{ 
 | 
						|
    Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
 | 
						|
    Pass 
 | 
						|
    {
 | 
						|
    	Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
 | 
						|
        ZWrite Off
 | 
						|
        Cull Off
 | 
						|
        Blend Zero SrcColor
 | 
						|
        CGPROGRAM
 | 
						|
        #pragma vertex vert
 | 
						|
        #pragma fragment frag
 | 
						|
        #pragma target 2.0
 | 
						|
        #include "UnityCG.cginc"
 | 
						|
        #pragma multi_compile_fog
 | 
						|
        #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
 | 
						|
 | 
						|
 | 
						|
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 | 
						|
#define CURVEDWORLD_BEND_ID_1
 | 
						|
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 | 
						|
#include "../../Core/CurvedWorldTransform.cginc" 
 | 
						|
 | 
						|
 | 
						|
        // uniforms
 | 
						|
        float4 _MainTex_ST;
 | 
						|
 | 
						|
        // vertex shader input data
 | 
						|
        struct appdata {
 | 
						|
        float4 pos : POSITION;
 | 
						|
        half4 color : COLOR;
 | 
						|
        float3 uv0 : TEXCOORD0;
 | 
						|
        UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
        };
 | 
						|
 | 
						|
        // vertex-to-fragment interpolators
 | 
						|
        struct v2f {
 | 
						|
        fixed4 color : COLOR0;
 | 
						|
        float2 uv0 : TEXCOORD0;
 | 
						|
        float2 uv1 : TEXCOORD1;
 | 
						|
        #if USING_FOG
 | 
						|
            fixed fog : TEXCOORD2;
 | 
						|
        #endif
 | 
						|
        float4 pos : SV_POSITION;
 | 
						|
        UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
        };
 | 
						|
 | 
						|
        // vertex shader
 | 
						|
        v2f vert (appdata IN) 
 | 
						|
        {
 | 
						|
            v2f o;
 | 
						|
            UNITY_SETUP_INSTANCE_ID(IN);
 | 
						|
            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
 | 
						|
 | 
						|
            #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
 | 
						|
                CURVEDWORLD_TRANSFORM_VERTEX(IN.pos)
 | 
						|
            #endif
 | 
						|
 | 
						|
 | 
						|
            half4 color = IN.color;
 | 
						|
            float3 eyePos = UnityObjectToViewPos(IN.pos.xyz);// mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;
 | 
						|
            half3 viewDir = 0.0;
 | 
						|
            o.color = saturate(color);
 | 
						|
            // compute texture coordinates
 | 
						|
            o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
 | 
						|
            o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
 | 
						|
            // fog
 | 
						|
            #if USING_FOG
 | 
						|
                float fogCoord = length(eyePos.xyz); // radial fog distance
 | 
						|
                UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
 | 
						|
                o.fog = saturate(unityFogFactor);
 | 
						|
            #endif
 | 
						|
            // transform position
 | 
						|
            o.pos = UnityObjectToClipPos(IN.pos.xyz);
 | 
						|
            return o;
 | 
						|
        }
 | 
						|
 | 
						|
        // textures
 | 
						|
        sampler2D _MainTex;
 | 
						|
 | 
						|
        // fragment shader
 | 
						|
        fixed4 frag (v2f IN) : SV_Target {
 | 
						|
        fixed4 col;
 | 
						|
        fixed4 tex, tmp0, tmp1, tmp2;
 | 
						|
        // SetTexture #0
 | 
						|
        tex = tex2D (_MainTex, IN.uv0.xy);
 | 
						|
        col = tex * IN.color;
 | 
						|
        // SetTexture #1
 | 
						|
        tex = tex2D (_MainTex, IN.uv1.xy);
 | 
						|
        col = lerp (fixed4(1,1,1,1), col, col.a);
 | 
						|
        // fog
 | 
						|
        #if USING_FOG
 | 
						|
            col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);
 | 
						|
        #endif
 | 
						|
        return col;
 | 
						|
        }
 | 
						|
 | 
						|
        // texenvs
 | 
						|
        //! TexEnv0: 01010103 01010103 [_MainTex]
 | 
						|
        //! TexEnv1: 01008002 01008002 [_MainTex] [ffffffff]
 | 
						|
        ENDCG
 | 
						|
        }
 | 
						|
        
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
    CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
 | 
						|
}
 |