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struct appdata
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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sampler2D _MainTex;
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UNITY_INSTANCING_BUFFER_START(Props)
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return o;
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inline fixed getLuma(fixed3 rgb) {
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const fixed3 lum = float3(0.299, 0.587, 0.114);
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}
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fixed4 frag (v2f i) : SV_Target
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{
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clip(getLuma(col.rgb) - _CutOff);
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col.a *= mask.r;
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ENDCG
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@@ -0,0 +1,146 @@
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Shader "TrailsFX/Effect/Color" {
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Properties {
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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{
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Stencil {
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Pass replace
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull [_Cull]
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CGPROGRAM
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#pragma vertex vert
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#pragma multi_compile_local _ TRAIL_COLOR_RAMP
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#pragma multi_compile_local _ TRAIL_MASK
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 prevVertex : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 pos : SV_POSITION;
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#if TRAIL_MASK
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float2 uv : TEXCOORD0;
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#endif
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#if TRAIL_COLOR_RAMP
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float3 wpos : TEXCOORD1;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
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#if TRAIL_INTERPOLATE || TRAIL_COLOR_RAMP
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UNITY_DEFINE_INSTANCED_PROP(half, _SubFrameKeys)
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#endif
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#if TRAIL_COLOR_RAMP
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UNITY_DEFINE_INSTANCED_PROP(float4, _RampStartPos)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _RampEndPos)
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UNITY_DEFINE_INSTANCED_PROP(float4x4, _ParentMatrices)
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UNITY_INSTANCING_BUFFER_END(Props)
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sampler2D _ColorRamp;
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sampler2D _MaskTex;
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float4 _MaskTex_ST;
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float4x4 _PivotMatrix;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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fixed4 frag (v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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float3 toWpos = i.wpos - rampStart;
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ENDCG
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}
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SubShader
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struct appdata
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 pos : SV_POSITION;
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fixed4 color : COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
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UNITY_DEFINE_INSTANCED_PROP(half, _SubFrameKeys)
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UNITY_DEFINE_INSTANCED_PROP(float4x4, _ParentMatrices)
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UNITY_INSTANCING_BUFFER_END(Props)
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sampler2D _MaskTex;
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float4 _MaskTex_ST;
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float4x4 _PivotMatrix;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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return o;
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}
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sampler2D _CameraOpaqueTexture;
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fixed4 _AdditiveTint;
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fixed4 frag (v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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fixed4 col = tex2Dproj(_CameraOpaqueTexture, i.grabPos);
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col.rgb += _AdditiveTint;
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col.a *= mask.r;
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return col;
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ENDCG
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SubShader
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{
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Tags { "Queue"="Transparent+101" "RenderType"="Transparent" }
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GrabPass {
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"_BackgroundTexture"
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Pass
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Stencil {
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Pass replace
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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struct appdata
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UNITY_VERTEX_INPUT_INSTANCE_ID
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struct v2f
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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sampler2D _BackgroundTexture;
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fixed4 _AdditiveTint;
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sampler2D _MaskTex;
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float4 _MaskTex_ST;
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v2f vert (appdata v)
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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return o;
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fixed4 frag (v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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col.a *= i.color.a;
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fixed4 mask = tex2D(_MaskTex, i.uv);
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return col;
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ENDCG
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}
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@@ -0,0 +1,127 @@
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||||
Shader "TrailsFX/Effect/Laser" {
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||||
Properties {
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_MainTex ("Texture", 2D) = "white" {}
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||||
_Color ("Color", Color) = (1,1,1,1)
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|
||||
_Cull ("Cull", Int) = 2
|
||||
}
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||||
SubShader
|
||||
{
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||||
Tags { "Queue"="Transparent+101" "RenderType"="Transparent" }
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||||
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||||
Pass
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||||
{
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||||
Stencil {
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||||
Ref 2
|
||||
ReadMask 2
|
||||
Comp NotEqual
|
||||
Pass replace
|
||||
}
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
Cull [_Cull]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap
|
||||
#pragma multi_compile_local _ TRAIL_INTERPOLATE
|
||||
#pragma multi_compile_local _ TRAIL_MASK
|
||||
#pragma multi_compile_local _ TRAIL_LOCAL
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#pragma target 3.5
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
#if TRAIL_MASK
|
||||
float2 uv : TEXCOORD0;
|
||||
#endif
|
||||
#if TRAIL_INTERPOLATE
|
||||
float4 prevVertex : TEXCOORD1;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 pos : SV_POSITION;
|
||||
#if TRAIL_MASK
|
||||
float2 uv : TEXCOORD0;
|
||||
#endif
|
||||
float3 vertex : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
|
||||
#if TRAIL_INTERPOLATE
|
||||
UNITY_DEFINE_INSTANCED_PROP(half, _SubFrameKeys)
|
||||
#endif
|
||||
#if TRAIL_LOCAL
|
||||
UNITY_DEFINE_INSTANCED_PROP(float4x4, _ParentMatrices)
|
||||
#endif
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
sampler2D _MaskTex;
|
||||
float4 _MaskTex_ST;
|
||||
float4x4 _PivotMatrix;
|
||||
|
||||
v2f vert (appdata v, uint vid : SV_VertexID)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
float4 vertex = v.vertex;
|
||||
|
||||
#if TRAIL_INTERPOLATE
|
||||
half key = UNITY_ACCESS_INSTANCED_PROP(Props, _SubFrameKeys);
|
||||
vertex.xyz = lerp(v.prevVertex.xyz, vertex.xyz, key);
|
||||
#endif
|
||||
|
||||
o.vertex = v.vertex;
|
||||
|
||||
#if TRAIL_LOCAL
|
||||
vertex = mul(unity_ObjectToWorld, vertex);
|
||||
float4x4 parentMatrix = UNITY_ACCESS_INSTANCED_PROP(Props, _ParentMatrices);
|
||||
vertex = mul(parentMatrix, vertex);
|
||||
vertex = mul(_PivotMatrix, vertex);
|
||||
o.pos = mul(UNITY_MATRIX_VP, vertex);
|
||||
#else
|
||||
o.pos = UnityObjectToClipPos(vertex);
|
||||
#endif
|
||||
|
||||
#if TRAIL_MASK
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MaskTex);
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
float3 _LaserData;
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
fixed4 col = UNITY_ACCESS_INSTANCED_PROP(Props, _Colors);
|
||||
float seq = (abs(i.vertex.y) + _LaserData.x * 0.5) % _LaserData.x;
|
||||
seq = 1.0 - saturate(abs(seq - _LaserData.x * 0.5) * _LaserData.y);
|
||||
seq *= (col.a % _LaserData.z)> (_LaserData.z * 0.5);
|
||||
col *= seq;
|
||||
|
||||
#if TRAIL_MASK
|
||||
fixed4 mask = tex2D(_MaskTex, i.uv);
|
||||
col.a *= mask.r;
|
||||
#endif
|
||||
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
}
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 6
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m_ObjectHideFlags: 0
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_Name: TrailEffectOutline
|
||||
m_Shader: {fileID: 4800000, guid: d3fb47ec58ff74676bf2843b703bbe9a, type: 3}
|
||||
m_ShaderKeywords:
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 1
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_SavedProperties:
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serializedVersion: 3
|
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m_TexEnvs:
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|
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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|
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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|
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- _Cutoff: 0.5
|
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|
||||
- _DstBlend: 0
|
||||
- _GlossMapScale: 1
|
||||
- _Glossiness: 0.5
|
||||
- _GlossyReflections: 1
|
||||
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|
||||
- _Mode: 0
|
||||
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|
||||
- _OcclusionStrength: 1
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
@@ -0,0 +1,124 @@
|
||||
Shader "TrailsFX/Effect/Outline" {
|
||||
Properties {
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_NormalThreshold("Normal Threshold", Float) = 0.1
|
||||
_Cull ("Cull", Int) = 2
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent+101" "RenderType"="Transparent" }
|
||||
|
||||
Pass
|
||||
{
|
||||
Stencil {
|
||||
Ref 2
|
||||
ReadMask 2
|
||||
Comp NotEqual
|
||||
Pass replace
|
||||
}
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
Cull [_Cull]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap
|
||||
#pragma multi_compile_local _ TRAIL_INTERPOLATE
|
||||
#pragma multi_compile_local _ TRAIL_MASK
|
||||
#pragma multi_compile_local _ TRAIL_LOCAL
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 norm : NORMAL;
|
||||
#if TRAIL_MASK
|
||||
float2 uv : TEXCOORD0;
|
||||
#endif
|
||||
#if TRAIL_INTERPOLATE
|
||||
float4 prevVertex : TEXCOORD1;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 pos : SV_POSITION;
|
||||
#if TRAIL_MASK
|
||||
float2 uv : TEXCOORD0;
|
||||
#endif
|
||||
float3 wsNorm : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
|
||||
#if TRAIL_INTERPOLATE
|
||||
UNITY_DEFINE_INSTANCED_PROP(half, _SubFrameKeys)
|
||||
#endif
|
||||
#if TRAIL_LOCAL
|
||||
UNITY_DEFINE_INSTANCED_PROP(float4x4, _ParentMatrices)
|
||||
#endif
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
sampler2D _MaskTex;
|
||||
float4 _MaskTex_ST;
|
||||
float4x4 _PivotMatrix;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
float4 vertex = v.vertex;
|
||||
|
||||
#if TRAIL_INTERPOLATE
|
||||
half key = UNITY_ACCESS_INSTANCED_PROP(Props, _SubFrameKeys);
|
||||
vertex.xyz = lerp(v.prevVertex.xyz, vertex.xyz, key);
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||||
#endif
|
||||
|
||||
#if TRAIL_LOCAL
|
||||
vertex = mul(unity_ObjectToWorld, vertex);
|
||||
float4x4 parentMatrix = UNITY_ACCESS_INSTANCED_PROP(Props, _ParentMatrices);
|
||||
vertex = mul(parentMatrix, vertex);
|
||||
vertex = mul(_PivotMatrix, vertex);
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||||
o.pos = mul(UNITY_MATRIX_VP, vertex);
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||||
#else
|
||||
o.pos = UnityObjectToClipPos(vertex);
|
||||
#endif
|
||||
|
||||
o.wsNorm = UnityObjectToWorldNormal(v.norm);
|
||||
|
||||
#if TRAIL_MASK
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MaskTex);
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||||
#endif
|
||||
|
||||
return o;
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||||
}
|
||||
|
||||
float _NormalThreshold;
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
fixed4 col = UNITY_ACCESS_INSTANCED_PROP(Props, _Colors);
|
||||
fixed dx = saturate(dot(fwidth(i.wsNorm), 1.0.xxx) / _NormalThreshold);
|
||||
col *= dx;
|
||||
|
||||
#if TRAIL_MASK
|
||||
fixed4 mask = tex2D(_MaskTex, i.uv);
|
||||
col.a *= mask.r;
|
||||
#endif
|
||||
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@@ -0,0 +1,77 @@
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||||
%YAML 1.1
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||||
%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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||||
Material:
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||||
serializedVersion: 6
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m_ObjectHideFlags: 0
|
||||
m_PrefabParentObject: {fileID: 0}
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||||
m_PrefabInternal: {fileID: 0}
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||||
m_Name: TrailEffectTextureStamp
|
||||
m_Shader: {fileID: 4800000, guid: cb82836984de04e3fb920ce355d018df, type: 3}
|
||||
m_ShaderKeywords:
|
||||
m_LightmapFlags: 4
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||||
m_EnableInstancingVariants: 1
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||||
m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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||||
stringTagMap: {}
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||||
disabledShaderPasses: []
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m_SavedProperties:
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serializedVersion: 3
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
m_Colors:
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||||
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|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
@@ -0,0 +1,106 @@
|
||||
Shader "TrailsFX/Effect/TextureStamp" {
|
||||
Properties {
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
_Color ("Color1", Color) = (1,1,1,1)
|
||||
_CutOff("Cut Off", Float) = 0.5
|
||||
_Cull ("Cull", Int) = 2
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent+101" "RenderType"="Transparent" }
|
||||
|
||||
Pass
|
||||
{
|
||||
Stencil {
|
||||
Ref 2
|
||||
ReadMask 2
|
||||
Comp NotEqual
|
||||
Pass replace
|
||||
}
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
Cull Off
|
||||
Offset -1, -1
|
||||
Cull [_Cull]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap
|
||||
#pragma multi_compile_local _ TRAIL_MASK
|
||||
#pragma multi_compile_local _ TRAIL_LOCAL
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
fixed _CutOff;
|
||||
sampler2D _MaskTex;
|
||||
float4x4 _PivotMatrix;
|
||||
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
|
||||
UNITY_DEFINE_INSTANCED_PROP(float4x4, _ParentMatrices)
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
float4 vertex = v.vertex;
|
||||
|
||||
#if TRAIL_LOCAL
|
||||
vertex = mul(unity_ObjectToWorld, vertex);
|
||||
float4x4 parentMatrix = UNITY_ACCESS_INSTANCED_PROP(Props, _ParentMatrices);
|
||||
vertex = mul(parentMatrix, vertex);
|
||||
vertex = mul(_PivotMatrix, vertex);
|
||||
o.pos = mul(UNITY_MATRIX_VP, vertex);
|
||||
#if TRAIL_COLOR_RAMP
|
||||
o.wpos = vertex.xyz;
|
||||
#endif
|
||||
#else
|
||||
o.pos = UnityObjectToClipPos(vertex);
|
||||
#endif
|
||||
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
clip(col.a - _CutOff);
|
||||
col *= UNITY_ACCESS_INSTANCED_PROP(Props, _Colors);
|
||||
|
||||
#if TRAIL_MASK
|
||||
fixed4 mask = tex2D(_MaskTex, i.uv);
|
||||
col.a *= mask.r;
|
||||
#endif
|
||||
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
}
|
72
Assets/Plugins/Trails FX/Resources/TrailsFX/TrailMask.shader
Normal file
72
Assets/Plugins/Trails FX/Resources/TrailsFX/TrailMask.shader
Normal file
@@ -0,0 +1,72 @@
|
||||
Shader "TrailsFX/Mask" {
|
||||
Properties {
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||
_CutOff("Cut Off", Float) = 0.5
|
||||
_Cull ("Cull", Int) = 2
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent+100" "RenderType"="Transparent" }
|
||||
|
||||
// Create mask
|
||||
Pass
|
||||
{
|
||||
Stencil {
|
||||
Ref 2
|
||||
WriteMask 2
|
||||
Comp always
|
||||
Pass replace
|
||||
}
|
||||
ColorMask 0
|
||||
ZTest Always
|
||||
ZWrite Off
|
||||
Cull [_Cull]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 pos: SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed _CutOff;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
#if TRAIL_ALPHACLIP
|
||||
clip(col.a - _CutOff);
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user