ro-webgl/Assets/Shaders/FX_Effect/EffectDissolveAddSide.shader

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2021-12-21 09:40:39 +08:00
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "MoleGame/Particles/EffectDissolveAddSide"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_TintColor("Tint Color", Color) = (1, 1, 1, 1)
_SideColor("Side Color", Color) = (1, 1, 1, 1)
_SideStep("Side Step", float) = 5
_DissolveTex("DissolveTex", 2D) = "white" {}
_Dissolve("Dissolve", Range(0, 1)) = 0
}
SubShader
{
Tags { "IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent" }
LOD 100
Pass
{
Cull Off
ZWrite off
Lighting Off
Blend SrcAlpha One
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#include "UnityCG.cginc"
struct appdata
{
half4 vertex : POSITION;
fixed4 color : COLOR;
half2 uv : TEXCOORD0;
};
struct v2f
{
half4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 uv : TEXCOORD0;
half2 uv2 : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _DissolveTex;
fixed4 _MainTex_ST;
fixed4 _DissolveTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv2 = TRANSFORM_TEX(v.uv, _DissolveTex);
o.color = v.color;
return o;
}
fixed4 _TintColor;
fixed _Dissolve;
fixed4 _SideColor;
fixed _SideStep;
fixed4 frag (v2f i) : SV_Target
{
fixed4 disov = tex2D(_DissolveTex, i.uv2);
disov.r += i.color.a - 1;
fixed clip_amount = disov.r - _Dissolve;
clip(clip_amount);
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * _TintColor;
clip_amount = clamp(clip_amount * _SideStep, 0, 1);
col.rgb = lerp(_SideColor, col.rgb, clip_amount); // clip_amount * col.rgb + (1 - clip_amount) * _SideColor;
col.rgb *= i.color.rgb;
return col;
}
ENDCG
}
}
SubShader {
Lighting Off
ZWrite off
Blend SrcAlpha One
Pass {
Name "BASE"
SetTexture [_MainTex] {
constantColor [_TintColor]
combine texture * constant
}
SetTexture [_MainTex] {
combine previous * Primary
}
}
}
}