You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
91 lines
2.6 KiB
Plaintext
91 lines
2.6 KiB
Plaintext
Shader "MoreMountains/MMRipple"
|
|
{
|
|
Properties
|
|
{
|
|
_RippleAlpha("Ripple Alpha", Float) = 1
|
|
_RippleIntensity("Ripple Intensity", Float) = 1
|
|
_Hue("Hue", Color) = (1, 1, 1, 1)
|
|
_NormalMap("Normal Map", 2D) = "white" {}
|
|
_Density("Soft Particles Factor", Range(0, 3)) = 1
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
"Queue" = "Transparent+1" "RenderType" = "Transparent"
|
|
}
|
|
Zwrite Off
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
GrabPass
|
|
{
|
|
"_BackgroundTexture"
|
|
}
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#include "UnityCG.cginc"
|
|
|
|
#pragma multi_compile_particles
|
|
#pragma fragment frag
|
|
#pragma vertex vert
|
|
|
|
float _RippleAlpha;
|
|
float _RippleIntensity;
|
|
fixed4 _Hue;
|
|
sampler2D _BackgroundTexture;
|
|
sampler2D _NormalMap;
|
|
sampler2D_float _CameraDepthTexture;
|
|
float _Density;
|
|
|
|
struct v2f
|
|
{
|
|
float4 grabScreenPosition : TEXCOORD0;
|
|
float4 position : SV_POSITION;
|
|
fixed4 color : COLOR;
|
|
float2 normalMap : TEXCOORD1;
|
|
|
|
#ifdef SOFTPARTICLES_ON
|
|
float4 computedScreenPosition : TEXCOORD2;
|
|
#endif
|
|
};
|
|
|
|
v2f vert(appdata_full v)
|
|
{
|
|
v2f o;
|
|
o.position = UnityObjectToClipPos(v.vertex);
|
|
|
|
#ifdef SOFTPARTICLES_ON
|
|
o.computedScreenPosition = ComputeScreenPos(o.position);
|
|
COMPUTE_EYEDEPTH(o.computedScreenPosition.z);
|
|
#endif
|
|
|
|
o.grabScreenPosition = ComputeGrabScreenPos(o.position);
|
|
|
|
o.color = v.color;
|
|
o.normalMap = v.texcoord;
|
|
|
|
return o;
|
|
}
|
|
|
|
half4 frag(v2f i) : SV_Target
|
|
{
|
|
#ifdef SOFTPARTICLES_ON
|
|
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.computedScreenPosition)));
|
|
float partZ = i.computedScreenPosition.z;
|
|
float fade = saturate(_Density * (sceneZ - partZ));
|
|
i.color.a *= fade;
|
|
#endif
|
|
|
|
half3 ripple = UnpackNormal(tex2D(_NormalMap, i.normalMap.xy));
|
|
i.grabScreenPosition.xy += ripple.xy / ripple.z * _RippleIntensity * i.color.a;
|
|
half4 backgroundColor = tex2Dproj(_BackgroundTexture, i.grabScreenPosition);
|
|
_Hue.a = _RippleAlpha;
|
|
return backgroundColor * _Hue;
|
|
}
|
|
ENDCG
|
|
}
|
|
|
|
}
|
|
FallBack "Particle/AlphaBlended"
|
|
} |