Shader "TrailsFX/Effect/Laser" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _LaserData("Laser Data", Vector) = (0.1, 20, 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" #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 } } }