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