132 lines
5.1 KiB
GLSL
132 lines
5.1 KiB
GLSL
Shader "RO/RO_Effect_RJ_01"
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{
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Properties
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{
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_ColorStr("ColorStr", Float) = 1
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_AlphaSTR("AlphaSTR", Float) = 1
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_MainTex("MainTex", 2D) = "white" {}
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[KeywordEnum(R,G,B,A)] _Keyword2("主贴图使用通道", Float) = 3
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_OpacityTex("MaskTex", 2D) = "white" {}
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_MaskStr("MaskStr", Range( 0 , 1.01)) = 1.01
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_UVspeed("UVspeed", Vector) = (0,0,0,0)
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[KeywordEnum(R,G,B,A)] _Keyword3("遮罩贴图使用通道", Float) = 0
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[Toggle(_KEYWORD0_ON)] _Keyword0("粒子颜色透明度是否影响贴图透明度", Float) = 0
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[Toggle(_KEYWORD1_ON)] _Keyword1("是否使用原图颜色", Float) = 1
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_Color0("Color 0", Color) = (1,1,1,1)
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_Color2("Color2", Color) = (1,1,1,0)
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_ColorMask("渐变颜色控制", Vector) = (0,1,0,1)
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[Enum(UnityEngine.Rendering.BlendMode)]_Src("Src", Float) = 5
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[Enum(UnityEngine.Rendering.BlendMode)]_Dst("Dst", Float) = 10
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[Enum(UnityEngine.Rendering.CullMode)]_CullMode("CullMode", Float) = 0
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[Enum(Off,0,On,1)]_ZWrite("ZWrite", Float) = 1
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[Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("ZTest", Float) = 4
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_Float1("消散边缘软硬度", Range( 0 , 1)) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Custom" "Queue" = "Transparent+0" "IsEmissive" = "true" "PreviewType"="Plane" }
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Cull [_CullMode]
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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Blend [_Src] [_Dst]
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CGPROGRAM
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#include "UnityShaderVariables.cginc"
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#pragma target 3.0
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#pragma shader_feature _KEYWORD1_ON
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#pragma shader_feature _KEYWORD2_R _KEYWORD2_G _KEYWORD2_B _KEYWORD2_A
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#pragma shader_feature _KEYWORD3_R _KEYWORD3_G _KEYWORD3_B _KEYWORD3_A
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#pragma shader_feature _KEYWORD0_ON
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#pragma surface surf Unlit keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa noforwardadd
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struct Input
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{
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float2 uv_texcoord;
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float4 vertexColor : COLOR;
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};
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uniform float _ZWrite;
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uniform float _ZTest;
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uniform float _CullMode;
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uniform float4 _Color2;
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uniform float4 _Color0;
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uniform sampler2D _MainTex;
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uniform float4 _UVspeed;
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uniform float4 _MainTex_ST;
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uniform sampler2D _OpacityTex;
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uniform float4 _OpacityTex_ST;
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uniform float _MaskStr;
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uniform float _Float1;
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uniform float4 _ColorMask;
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uniform float _Src;
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uniform float _Dst;
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uniform float _ColorStr;
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uniform float _AlphaSTR;
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inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
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{
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return half4 ( 0, 0, 0, s.Alpha );
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}
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void surf( Input i , inout SurfaceOutput o )
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{
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float2 appendResult65 = (float2(_UVspeed.x , _UVspeed.y));
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float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 panner63 = ( 1.0 * _Time.y * appendResult65 + uv0_MainTex);
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float4 tex2DNode1 = tex2D( _MainTex, panner63 );
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#if defined(_KEYWORD2_R)
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float staticSwitch60 = tex2DNode1.r;
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#elif defined(_KEYWORD2_G)
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float staticSwitch60 = tex2DNode1.g;
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#elif defined(_KEYWORD2_B)
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float staticSwitch60 = tex2DNode1.b;
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#elif defined(_KEYWORD2_A)
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float staticSwitch60 = tex2DNode1.a;
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#else
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float staticSwitch60 = tex2DNode1.a;
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#endif
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float2 appendResult67 = (float2(_UVspeed.z , _UVspeed.w));
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float2 uv0_OpacityTex = i.uv_texcoord * _OpacityTex_ST.xy + _OpacityTex_ST.zw;
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float2 panner68 = ( 1.0 * _Time.y * appendResult67 + uv0_OpacityTex);
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float4 tex2DNode2 = tex2D( _OpacityTex, panner68 );
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#if defined(_KEYWORD3_R)
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float staticSwitch61 = tex2DNode2.r;
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#elif defined(_KEYWORD3_G)
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float staticSwitch61 = tex2DNode2.g;
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#elif defined(_KEYWORD3_B)
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float staticSwitch61 = tex2DNode2.b;
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#elif defined(_KEYWORD3_A)
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float staticSwitch61 = tex2DNode2.a;
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#else
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float staticSwitch61 = tex2DNode2.r;
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#endif
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float4 VertexColor69 = i.vertexColor;
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float temp_output_44_0 = ( 1.0 - ( _MaskStr * (VertexColor69).a ) );
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float clampResult117 = clamp( staticSwitch61 , temp_output_44_0 , 1.0 );
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float lerpResult114 = lerp( (0.0 + (clampResult117 - temp_output_44_0) * (1.0 - 0.0) / (1.0 - temp_output_44_0)) , step( temp_output_44_0 , staticSwitch61 ) , _Float1);
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float temp_output_3_0 = ( staticSwitch60 * lerpResult114 );
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float temp_output_82_0 = max( _ColorMask.x , _ColorMask.y );
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float clampResult79 = clamp( temp_output_3_0 , _ColorMask.x , temp_output_82_0 );
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float4 lerpResult40 = lerp( _Color2 , _Color0 , saturate( (_ColorMask.z + (clampResult79 - _ColorMask.x) * (_ColorMask.w - _ColorMask.z) / (temp_output_82_0 - _ColorMask.x)) ));
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#ifdef _KEYWORD1_ON
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float4 staticSwitch45 = float4( (tex2DNode1).rgb , 0.0 );
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#else
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float4 staticSwitch45 = lerpResult40;
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#endif
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float Src28 = _Src;
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float Dst29 = _Dst;
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#ifdef _KEYWORD0_ON
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float staticSwitch13 = (VertexColor69).a;
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#else
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float staticSwitch13 = 1.0;
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#endif
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o.Emission = ( staticSwitch45 * (( Src28 == Dst29 ) ? temp_output_3_0 : 1.0 ) * _ColorStr * float4( (VertexColor69).rgb , 0.0 ) * (( Src28 == Dst29 ) ? staticSwitch13 : 1.0 ) ).rgb;
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o.Alpha = saturate( ( temp_output_3_0 * _AlphaSTR * staticSwitch13 ) );
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}
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ENDCG
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}
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}
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