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99 lines
2.0 KiB
99 lines
2.0 KiB
Shader "UltraCombos/Frozen/ParticleUnlitPoint"
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{
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Properties
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{
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_Emission("Emission", Range(0, 5)) = 0.0
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_Size("Size", Range(0.0, 0.1)) = 0.01
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" }
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LOD 100
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Blend OneMinusDstColor One
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//Blend One One
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma geometry geom
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "../../ParticleWorks/Shader/Inc/Defines.cginc"
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#include "UnityCG.cginc"
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struct v2g
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{
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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struct g2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD;
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float4 color : COLOR;
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UNITY_FOG_COORDS(1)
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};
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fixed4 _Color;
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half _Emission;
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half _Size;
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float4x4 model_matrix;
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#ifdef SHADER_API_D3D11
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StructuredBuffer<Particle> ssbo;
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#endif
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v2g vert(appdata_base v, uint vid : SV_VertexID)
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{
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v2g o = (v2g)0;
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#ifdef SHADER_API_D3D11
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o.vertex = mul(model_matrix, float4(ssbo[vid].position, 1.0));
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o.vertex.w = ssbo[vid].life;
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o.color = ssbo[vid].color;
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#endif
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return o;
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}
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[maxvertexcount(4)]
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void geom(point v2g input[1], inout TriangleStream<g2f> OutputStream)
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{
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float3 position = input[0].vertex.xyz;
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position = UnityObjectToViewPos(position);
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float size = _Size * pow(saturate(1.0f - input[0].vertex.w), 1.0f / 2.2f);
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const int side = 3;
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g2f o = (g2f)0;
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o.color = input[0].color;
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float delta_a = UNITY_PI * 2.0f / side;
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for (int i = 0; i < side; i++)
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{
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float a = delta_a * i;
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float x = cos(-a);
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float y = sin(-a);
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o.vertex = mul(UNITY_MATRIX_P, float4(position + float3(x * size, y * size, 0), 1.0f));
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o.uv = float2(x, y);
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UNITY_TRANSFER_FOG(o, o.vertex);
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OutputStream.Append(o);
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}
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OutputStream.RestartStrip();
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}
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fixed4 frag(g2f i) : SV_Target
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{
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clip(0.5f / sqrt(2.0f) - length(i.uv));
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fixed4 col = i.color;
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col.rgb *= 1 + _Emission;
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UNITY_APPLY_FOG(i.fogCoord, col);
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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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}
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