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99 lines
2.0 KiB

Shader "UltraCombos/Frozen/ParticleUnlitPoint"
{
Properties
{
_Emission("Emission", Range(0, 5)) = 0.0
_Size("Size", Range(0.0, 0.1)) = 0.01
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
LOD 100
Blend OneMinusDstColor One
//Blend One One
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
#pragma multi_compile_fog
#include "../../ParticleWorks/Shader/Inc/Defines.cginc"
#include "UnityCG.cginc"
struct v2g
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
struct g2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD;
float4 color : COLOR;
UNITY_FOG_COORDS(1)
};
fixed4 _Color;
half _Emission;
half _Size;
float4x4 model_matrix;
#ifdef SHADER_API_D3D11
StructuredBuffer<Particle> ssbo;
#endif
v2g vert(appdata_base v, uint vid : SV_VertexID)
{
v2g o = (v2g)0;
#ifdef SHADER_API_D3D11
o.vertex = mul(model_matrix, float4(ssbo[vid].position, 1.0));
o.vertex.w = ssbo[vid].life;
o.color = ssbo[vid].color;
#endif
return o;
}
[maxvertexcount(3)]
void geom(point v2g input[1], inout TriangleStream<g2f> OutputStream)
{
float3 position = input[0].vertex.xyz;
position = UnityObjectToViewPos(position);
float size = _Size * pow(saturate(1.0f - input[0].vertex.w), 1.0f / 2.2f);
const int side = 3;
g2f o = (g2f)0;
o.color = input[0].color;
float delta_a = UNITY_PI * 2.0f / side;
for (int i = 0; i < side; i++)
{
float a = delta_a * i;
float x = cos(-a);
float y = sin(-a);
o.vertex = mul(UNITY_MATRIX_P, float4(position + float3(x * size, y * size, 0), 1.0f));
o.uv = float2(x, y);
UNITY_TRANSFER_FOG(o, o.vertex);
OutputStream.Append(o);
}
OutputStream.RestartStrip();
}
fixed4 frag(g2f i) : SV_Target
{
clip(0.5f / sqrt(2.0f) - length(i.uv));
fixed4 col = i.color;
col.rgb *= 1 + _Emission;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}