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- //
- // Rain Maker (c) 2015 Digital Ruby, LLC
- // http://www.digitalruby.com
- //
- Shader "Custom/RainShader"
- {
- Properties
- {
- _MainTex ("Color (RGB) Alpha (A)", 2D) = "gray" {}
- _TintColor ("Tint Color (RGB)", Color) = (1, 1, 1, 1)
- _PointSpotLightMultiplier ("Point/Spot Light Multiplier", Range (0, 10)) = 2
- _DirectionalLightMultiplier ("Directional Light Multiplier", Range (0, 10)) = 1
- _InvFade ("Soft Particles Factor", Range(0.01, 100.0)) = 1.0
- _AmbientLightMultiplier ("Ambient light multiplier", Range(0, 1)) = 0.25
- }
- SubShader
- {
- Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "LightMode"="Vertex" }
- LOD 100
- Pass
- {
- ZWrite Off
- Cull Back
- Lighting On
- AlphaTest Greater 0.01
- ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma multi_compile_particles
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- fixed4 _TintColor;
- float _DirectionalLightMultiplier;
- float _PointSpotLightMultiplier;
- float _AmbientLightMultiplier;
- #if defined(SOFTPARTICLES_ON)
- float _InvFade;
- #endif
- struct appdata_t
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- half2 uv_MainTex : TEXCOORD0;
- fixed4 color : COLOR0;
- float4 pos : SV_POSITION;
- #if defined(SOFTPARTICLES_ON)
- float4 projPos : TEXCOORD1;
- #endif
- };
- float3 ApplyLight(int index, float3 lightColor, float3 viewPos)
- {
- fixed3 currentLightColor = unity_LightColor[index].rgb;
- float4 lightPos = unity_LightPosition[index];
- if (lightPos.w == 0)
- {
- // directional light, the lightPos is actually the direction of the light
- // for some weird reason, Unity seems to change the directional light position based on the vertex,
- // this hack seems to compensate for that
- lightPos = mul(lightPos, UNITY_MATRIX_V);
- // depending on how the directional light is pointing, reduce the intensity (which goes to 0 as it goes below the horizon)
- fixed multiplier = clamp((lightPos.y * 2) + 1, 0, 1);
- return lightColor + (currentLightColor * multiplier * _DirectionalLightMultiplier);
- }
- else
- {
- float3 toLight = lightPos.xyz - viewPos;
- fixed lengthSq = dot(toLight, toLight);
- fixed atten = 1.0 / (1.0 + (lengthSq * unity_LightAtten[index].z));
- return lightColor + (currentLightColor * atten * _PointSpotLightMultiplier);
- }
- }
-
- fixed4 LightForVertex(float4 vertex)
- {
- float3 viewPos = UnityObjectToViewPos(vertex).xyz;
- fixed3 lightColor = UNITY_LIGHTMODEL_AMBIENT.rgb * _AmbientLightMultiplier;
- lightColor = ApplyLight(0, lightColor, viewPos);
- lightColor = ApplyLight(1, lightColor, viewPos);
- lightColor = ApplyLight(2, lightColor, viewPos);
- lightColor = ApplyLight(3, lightColor, viewPos);
- return fixed4(lightColor, 1);
- }
-
- float4 _MainTex_ST;
-
- v2f vert(appdata_t v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.color = LightForVertex(v.vertex) * v.color * _TintColor;
- // o.color = v.color * _TintColor; // temp if you want to disable lighting
- // make sure the alpha scales down with the light
- o.color *= (min(o.color.rgb, _TintColor.a).r / _TintColor.a);
- #if defined(SOFTPARTICLES_ON)
- o.projPos = ComputeScreenPos(o.pos);
- COMPUTE_EYEDEPTH(o.projPos.z);
- #endif
- return o;
- }
-
- #if defined(SOFTPARTICLES_ON)
- sampler2D _CameraDepthTexture;
- #endif
-
- sampler2D _MainTex;
-
- fixed4 frag (v2f i) : COLOR
- {
- #if defined(SOFTPARTICLES_ON)
- float sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
- float partZ = i.projPos.z;
- i.color.a *= saturate(_InvFade * (sceneZ - partZ));
- #endif
- return tex2D(_MainTex, i.uv_MainTex) * i.color;
- }
- ENDCG
- }
- }
-
- Fallback "Particles/Alpha Blended"
- }
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