Repository navigation
Expand file tree
/
Copy pathParticle.shader
More file actions
178 lines (146 loc) · 6.33 KB
/
Copy pathParticle.shader
File metadata and controls
178 lines (146 loc) · 6.33 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "VRLabs/Particle Shader"
{
Properties
{
_MainTex(" ", 2D) = "white" {}
_UVScroll(" ", Vector) = (0.0,0.0,0.0)
_Color(" ", Color) = (1,1,1,1)
_Cutoff(" ", Range(0.0, 1.0)) = 0.5
_EmissionColor(" ", Color) = (0,0,0)
_EmissionMap(" ", 2D) = "white" {}
_DistortionStrength(" ", Float) = 1.0
_DistortionBlend(" ", Range(0.0, 1.0)) = 0.5
_SoftParticlesNearFadeDistance(" ", Float) = 0.0
_SoftParticlesFarFadeDistance(" ", Float) = 1.0
_CameraNearFadeDistance(" ", Float) = 1.0
_CameraFarFadeDistance(" ", Float) = 2.0
// Hidden properties
[HideInInspector] _MainTex2Enabled (" ", Float) = 0.0
[HideInInspector] _MainTex2(" ", 2D) = "white" {}
[HideInInspector] _UVScroll2(" ", Vector) = (0.0,0.0,1.0,1.0)
[HideInInspector] _Color2(" ", Color) = (1,1,1,1)
[HideInInspector] _MainTex2Blend (" ", Float) = 13
[HideInInspector] _UVDistEnable (" ", Float) = 0.0
[HideInInspector] _UVDisTex(" ", 2D) = "white" {}
[HideInInspector] _UVDisSpeed(" ", Vector) = (0.5,0.5,1.0)
[HideInInspector] _Mode (" ", Float) = 0.0
[HideInInspector] _ColorMode (" ", Float) = 0.0
[HideInInspector] _FlipbookMode (" ", Float) = 0.0
[HideInInspector] _LightingEnabled (" ", Float) = 0.0
[HideInInspector] _DistortionEnabled (" ", Float) = 0.0
[HideInInspector] _DissolveEnabled (" ", Float) = 0.0
[HideInInspector] _DissolveTex (" ", 2D) = "white" {}
[HideInInspector] _DCutoff(" ", Range(0.0, 1.0)) = 0.5
[HideInInspector] _DissolveScale (" ", Float) = 1.0
[HideInInspector] _EmissionEnabled (" ", Float) = 0.0
[HideInInspector] _BlendOp (" ", Float) = 0.0
[HideInInspector] _SrcBlend (" ", Float) = 1.0
[HideInInspector] _DstBlend (" ", Float) = 0.0
[HideInInspector] _ZWrite (" ", Float) = 1.0
[HideInInspector] _Cull (" ", Float) = 2.0
[HideInInspector] _VertexMod (" ", Float) = 0.0
[HideInInspector] _VUVScroll (" ", Vector) = (1.0,1.0,1.0)
[HideInInspector] _NoiseTex (" ",2D) = "grey" {}
[HideInInspector] _Amplitude (" ", Float) = 3.0
[HideInInspector] _RimEn (" ", Float) = 0.0
[HideInInspector] _RimVal (" ", Float) = 1.0
[HideInInspector] [HDR] _RimColor (" ", Color) = (1,1,1,1)
[HideInInspector] _SoftParticlesEnabled (" ", Float) = 0.0
[HideInInspector] _CameraFadingEnabled (" ", Float) = 0.0
[HideInInspector] _SoftParticleFadeParams (" ", Vector) = (0,0,0,0)
[HideInInspector] _CameraFadeParams (" ", Vector) = (0,0,0,0)
[HideInInspector] _ColorAddSubDiff (" ", Vector) = (0,0,0,0)
[HideInInspector] _DistortionStrengthScaled (" ", Float) = 0.0
}
Category
{
SubShader
{
Tags { "RenderType"="Opaque" "IgnoreProjector"="True" "PreviewType"="Plane" "PerformanceChecks"="False" }
BlendOp [_BlendOp]
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_Cull]
ColorMask RGB
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
#pragma target 2.5
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
#pragma shader_feature _REQUIRE_UV2
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma vertex vertParticleShadowCaster
#pragma fragment fragParticleShadowCaster
#include "UnityStandardParticleShadow.cginc"
ENDCG
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode" = "SceneSelectionPass" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
#pragma target 2.5
#pragma shader_feature _ _ALPHATEST_ON
#pragma shader_feature _REQUIRE_UV2
#pragma multi_compile_instancing
#pragma vertex vertEditorPass
#pragma fragment fragSceneHighlightPass
#include "UnityStandardParticleEditor.cginc"
ENDCG
}
Pass
{
Name "ScenePickingPass"
Tags{ "LightMode" = "Picking" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
#pragma target 2.5
#pragma shader_feature _ _ALPHATEST_ON
#pragma shader_feature _REQUIRE_UV2
#pragma multi_compile_instancing
#pragma vertex vertEditorPass
#pragma fragment fragScenePickingPass
#include "UnityStandardParticleEditor.cginc"
ENDCG
}
Pass
{
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma multi_compile __ SOFTPARTICLES_ON
#pragma multi_compile_fog
#pragma target 2.5
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#pragma shader_feature _FADING_ON
#pragma shader_feature _REQUIRE_UV2
#pragma shader_feature EFFECT_BUMP
#pragma vertex vertParticleUnlit
#pragma fragment fragParticleUnlit
#pragma multi_compile_instancing
#include "CGINC/ParticleShaderIncludes.cginc"
ENDCG
}
}
}
Fallback "VertexLit"
CustomEditor "ParticleShaderGUI"
}