// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Particles/Additive" {
Properties{
_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex("Particle Texture", 2D) = "white" {}
_InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_ScrollSpeeds("Scroll Speeds", vector) = (-5, -20, 0, 0)
}
Category{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha One
AlphaTest Greater .01
ColorMask RGB
Cull Off Lighting Off ZWrite Off Fog { Color(0,0,0,0) }
BindChannels {
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}
// ---- Fragment program cards
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
};
float4 _MainTex_ST;
float4 _ScrollSpeeds;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv += _ScrollSpeeds * _Time.x;
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
return o;
}
sampler2D _CameraDepthTexture;
float _InvFade;
fixed4 frag(v2f i) : COLOR
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
float partZ = i.projPos.z;
float fade = saturate(_InvFade * (sceneZ - partZ));
i.color.a *= fade;
#endif
return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
}
ENDCG
}
}
// ---- Dual texture cards
SubShader {
Pass {
SetTexture[_MainTex] {
constantColor[_TintColor]
combine constant * primary
}
SetTexture[_MainTex] {
combine texture * previous DOUBLE
}
}
}
// ---- Single texture cards (does not do color tint)
SubShader {
Pass {
SetTexture[_MainTex] {
combine texture * primary
}
}
}
}
}
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