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528 lines
15 KiB
528 lines
15 KiB
3 years ago
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//--------------------------------------------------------------------------------------------------------------------------------
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// Cartoon FX
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// (c) 2012-2020 Jean Moreno
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//--------------------------------------------------------------------------------------------------------------------------------
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Shader "Cartoon FX/Remaster/Particle Procedural Ring"
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{
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Properties
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{
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//# Blending
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//#
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10
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//# --------------------------------------------------------
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[Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0
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//# IF_KEYWORD _CFXR_DISSOLVE
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[NoScaleOffset] _DissolveTex ("Dissolve Texture", 2D) = "gray" {}
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_DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1
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[ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0
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//# END_IF
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//# --------------------------------------------------------
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//# Textures
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//#
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_MainTex ("Texture", 2D) = "white" {}
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[Toggle(_CFXR_SINGLE_CHANNEL)] _SingleChannel ("Single Channel Texture", Float) = 0
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//# --------------------------------------------------------
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//# Ring
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//#
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[Toggle(_CFXR_RADIAL_UV)] _UseRadialUV ("Enable Radial UVs", Float) = 0
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_RingTopOffset ("Ring Offset", float) = 0.05
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[Toggle(_CFXR_WORLD_SPACE_RING)] _WorldSpaceRing ("World Space", Float) = 0
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//# --------------------------------------------------------
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[Toggle(_CFXR_HDR_BOOST)] _HdrBoost ("Enable HDR Multiplier", Float) = 0
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//# IF_KEYWORD _CFXR_HDR_BOOST
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_HdrMultiply ("HDR Multiplier", Float) = 2
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//# END_IF
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//# --------------------------------------------------------
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[Toggle(_FADING_ON)] _UseSP ("Soft Particles", Float) = 0
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//# IF_KEYWORD _FADING_ON
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_SoftParticlesFadeDistanceNear ("Near Fade", Float) = 0
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_SoftParticlesFadeDistanceFar ("Far Fade", Float) = 1
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//# END_IF
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//# ========================================================
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//# Shadows
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//#
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[KeywordEnum(Off,On,CustomTexture)] _CFXR_DITHERED_SHADOWS ("Dithered Shadows", Float) = 0
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//# IF_KEYWORD _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
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_ShadowStrength ("Shadows Strength Max", Range(0,1)) = 1.0
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//# IF_KEYWORD _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
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_DitherCustom ("Dithering 3D Texture", 3D) = "black" {}
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//# END_IF
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//# END_IF
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}
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Category
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Blend [_SrcBlend] [_DstBlend]
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Cull Off
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ZWrite Off
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//================================================================================================================================
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// Includes & Code
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "UnityStandardUtils.cginc"
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// --------------------------------
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#include "CFXR_SETTINGS.cginc"
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// --------------------------------
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CBUFFER_START(UnityPerMaterial)
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _DissolveTex;
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half _InvertDissolveTex;
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half _DissolveSmooth;
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half _HdrMultiply;
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float _RingTopOffset;
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half _Cutoff;
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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half _SoftParticlesFadeDistanceNear;
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half _SoftParticlesFadeDistanceFar;
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half _EdgeFadePow;
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float _ShadowStrength;
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sampler3D _DitherMaskLOD;
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sampler3D _DitherCustom;
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float4 _DitherCustom_TexelSize;
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CBUFFER_END
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// --------------------------------
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// Input/Output
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struct appdata
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{
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float4 vertex : POSITION;
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half4 color : COLOR;
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float4 texcoord : TEXCOORD0; //uv + particle data
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float4 texcoord1 : TEXCOORD1; //additional particle data
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float4 texcoord2 : TEXCOORD2; //procedural ring data: x = width, y = smooth, z = rotation, w = particle size
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#if PASS_SHADOW_CASTER || _CFXR_WORLD_SPACE_RING
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float3 normal : NORMAL;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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// vertex to fragment
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struct v2f
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{
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float4 pos : SV_POSITION;
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half4 color : COLOR;
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float4 uv_uv2 : TEXCOORD0; //uv + particle data
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float4 ringData : TEXCOORD1; //procedural ring data
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float4 uvRing_uvCartesian : TEXCOORD2;
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#if !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON))
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float4 projPos : TEXCOORD3;
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#endif
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UNITY_FOG_COORDS(4) //note: does nothing if fog is not enabled
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#if _CFXR_DISSOLVE
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float4 custom1 : TEXCOORD5;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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// vertex to fragment (shadow caster)
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struct v2f_shadowCaster
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{
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V2F_SHADOW_CASTER_NOPOS
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half4 color : COLOR;
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float4 uv_uv2 : TEXCOORD1; //uv + particle data
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float4 ringData : TEXCOORD2; //procedural ring data
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float4 uvRing_uvCartesian : TEXCOORD3;
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#if _CFXR_DISSOLVE
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float4 custom1 : TEXCOORD4;
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#endif
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};
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// --------------------------------
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#include "CFXR.cginc"
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// --------------------------------
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// Vertex
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#if PASS_SHADOW_CASTER
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void vertex_program (appdata v, out v2f_shadowCaster o, out float4 opos : SV_POSITION)
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#else
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v2f vertex_program (appdata v)
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#endif
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{
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#if !PASS_SHADOW_CASTER
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v2f o;
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// o.pos = UnityObjectToClipPos(v.vertex);
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#endif
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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//--------------------------------
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// procedural ring
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float ringWidth = v.texcoord2.x;
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float ringSmooth = v.texcoord2.y;
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float ringRotation = v.texcoord2.z;
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float particleSize = v.texcoord2.w;
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// avoid artifacts when vertex are pushed too much
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ringWidth = min(particleSize, ringWidth);
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// constants calculated per vertex
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o.ringData.x = pow(1 - ringWidth / particleSize, 2);
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o.ringData.y = 1 - _RingTopOffset;
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o.ringData.z = ringSmooth / particleSize; // smoothing depends on particle size
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o.ringData.w = ringRotation;
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// regular ring UVs
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float2 uv = v.texcoord.xy + float2(ringRotation, 0);
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o.uvRing_uvCartesian.xy = 1 - TRANSFORM_TEX(uv, _MainTex);
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#if _CFXR_WORLD_SPACE_RING
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// to clip space with width offset
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v.vertex.xyz = v.vertex.xyz - v.normal.xyz * v.texcoord.y * ringWidth;
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#if !PASS_SHADOW_CASTER
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o.pos = UnityObjectToClipPos(v.vertex);
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#endif
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#else
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// to clip space with width offset
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float4 m = mul(UNITY_MATRIX_V, v.vertex);
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m.xy += -v.texcoord.zw * v.texcoord.y * ringWidth;
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#if !PASS_SHADOW_CASTER
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o.pos = mul(UNITY_MATRIX_P, m);
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#endif
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#endif
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//------------------------------------------
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/*
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//v.vertex.xy += -v.texcoord.zw * v.texcoord.y * ringWidth;
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v.vertex.xy += v.texcoord.zw * v.texcoord.y * 0.5;
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#if !PASS_SHADOW_CASTER
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o.pos = UnityObjectToClipPos(v.vertex);
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#endif
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*/
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//------------------------------------------
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// calculate cartesian UVs to accurately calculate ring in fragment shader
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o.uvRing_uvCartesian.zw = v.texcoord.zw - v.texcoord.zw * v.texcoord.y * ringWidth / particleSize;
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//--------------------------------
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o.color = v.color;
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o.uv_uv2 = v.texcoord;
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//--------------------------------
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#if _CFXR_DISSOLVE
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o.custom1 = v.texcoord1;
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#endif
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#if PASS_SHADOW_CASTER
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vert(v, o, opos);
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#else
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return vert(v, o);
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#endif
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}
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// --------------------------------
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// Fragment
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#if PASS_SHADOW_CASTER
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float4 fragment_program (v2f_shadowCaster i, UNITY_VPOS_TYPE vpos : VPOS) : SV_Target
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#else
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half4 fragment_program (v2f i) : SV_Target
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#endif
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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// ================================================================
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// Color & Alpha
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//--------------------------------
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// procedural ring
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float b = i.ringData.x; // bottom
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float t = i.ringData.y; // top
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float smooth = i.ringData.z; // smoothing
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float gradient = dot(i.uvRing_uvCartesian.zw, i.uvRing_uvCartesian.zw);
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float ring = saturate( smoothstep(b, b + smooth, gradient) - smoothstep(t - smooth, t, gradient) );
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#if _CFXR_RADIAL_UV
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// approximate polar coordinates
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float2 radialUv = float2
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(
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(atan2(i.uvRing_uvCartesian.z, i.uvRing_uvCartesian.w) / UNITY_PI) * 0.5 + 0.5 + 0.23 - i.ringData.w,
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(gradient * (1.0 / (t - b)) - (b / (t - b))) * 0.9 - 0.92 + 1
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);
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radialUv.xy = radialUv.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float dx = ddx(i.uvRing_uvCartesian.x);
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//float dy = ddx(i.uvRing_uvCartesian.x);
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#define TEX2D_MAIN_TEXCOORD(sampler) tex2Dgrad(sampler, radialUv, dx, dx)
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#else
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#define TEX2D_MAIN_TEXCOORD(sampler) tex2D(sampler, i.uvRing_uvCartesian.xy)
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#endif
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#if _CFXR_SINGLE_CHANNEL
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half4 mainTex = half4(1, 1, 1, TEX2D_MAIN_TEXCOORD(_MainTex).r);
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#else
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half4 mainTex = TEX2D_MAIN_TEXCOORD(_MainTex);
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#endif
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mainTex *= ring;
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//--------------------------------
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half3 particleColor = mainTex.rgb * i.color.rgb;
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half particleAlpha = mainTex.a * i.color.a;
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#if _CFXR_HDR_BOOST
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#ifdef UNITY_COLORSPACE_GAMMA
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_HdrMultiply = LinearToGammaSpaceApprox(_HdrMultiply);
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#endif
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particleColor.rgb *= _HdrMultiply * GLOBAL_HDR_MULTIPLIER;
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#endif
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// ================================================================
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// Dissolve
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#if _CFXR_DISSOLVE
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half dissolveTex = TEX2D_MAIN_TEXCOORD(_DissolveTex).r;
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dissolveTex = _InvertDissolveTex <= 0 ? 1 - dissolveTex : dissolveTex;
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half dissolveTime = i.custom1.x;
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#else
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half dissolveTex = 0;
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half dissolveTime = 0;
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#endif
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// ================================================================
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//
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#if PASS_SHADOW_CASTER
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return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime);
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#else
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return frag(i, particleColor, particleAlpha, dissolveTex, dissolveTime);
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#endif
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}
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ENDCG
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//====================================================================================================================================
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// Universal Rendering Pipeline
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SubShader
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{
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Pass
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{
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Name "BASE"
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Tags { "LightMode"="UniversalForward" }
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CGPROGRAM
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#pragma vertex vertex_program
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#pragma fragment fragment_program
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#pragma target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#pragma multi_compile CFXR_URP
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#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
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#pragma shader_feature_local _ _CFXR_RADIAL_UV
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#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
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#pragma shader_feature_local _ _CFXR_DISSOLVE
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#pragma shader_feature_local _ _CFXR_HDR_BOOST
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// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
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#pragma shader_feature_local _ _FADING_ON
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#pragma shader_feature_local _ _ALPHATEST_ON
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#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE
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ENDCG
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}
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// Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword
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Pass
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{
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Name "BASE"
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Tags { "LightMode"="Universal2D" }
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CGPROGRAM
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#pragma vertex vertex_program
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#pragma fragment fragment_program
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#pragma target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#pragma multi_compile CFXR_URP
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#pragma multi_compile DISABLE_SOFT_PARTICLES
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#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
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#pragma shader_feature_local _ _CFXR_RADIAL_UV
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#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
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#pragma shader_feature_local _ _CFXR_DISSOLVE
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#pragma shader_feature_local _ _CFXR_HDR_BOOST
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// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
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#pragma shader_feature_local _ _FADING_ON
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#pragma shader_feature_local _ _ALPHATEST_ON
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#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE
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ENDCG
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}
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//--------------------------------------------------------------------------------------------------------------------------------
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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CGPROGRAM
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#pragma multi_compile PASS_SHADOW_CASTER
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#pragma vertex vertex_program
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#pragma fragment fragment_program
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#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
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#pragma shader_feature_local _ _CFXR_RADIAL_UV
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#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
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#pragma shader_feature_local _ _CFXR_DISSOLVE
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#pragma shader_feature_local _ _ALPHATEST_ON
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||
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#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE
|
||
|
|
||
|
#pragma multi_compile_shadowcaster
|
||
|
#pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
|
||
|
|
||
|
#if _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
|
||
|
#pragma target 3.0 //needed for VPOS
|
||
|
#endif
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//====================================================================================================================================
|
||
|
// Built-in Rendering Pipeline
|
||
|
|
||
|
SubShader
|
||
|
{
|
||
|
Pass
|
||
|
{
|
||
|
Name "BASE"
|
||
|
Tags { "LightMode"="ForwardBase" }
|
||
|
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma vertex vertex_program
|
||
|
#pragma fragment fragment_program
|
||
|
|
||
|
#pragma target 2.0
|
||
|
|
||
|
#pragma multi_compile_particles
|
||
|
#pragma multi_compile_fog
|
||
|
|
||
|
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
|
||
|
#pragma shader_feature_local _ _CFXR_RADIAL_UV
|
||
|
#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
|
||
|
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||
|
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||
|
|
||
|
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||
|
#pragma shader_feature_local _ _FADING_ON
|
||
|
#pragma shader_feature_local _ _ALPHATEST_ON
|
||
|
#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE
|
||
|
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------------------------
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
Name "ShadowCaster"
|
||
|
Tags { "LightMode" = "ShadowCaster" }
|
||
|
|
||
|
BlendOp Add
|
||
|
Blend One Zero
|
||
|
ZWrite On
|
||
|
Cull Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma multi_compile PASS_SHADOW_CASTER
|
||
|
|
||
|
#pragma vertex vertex_program
|
||
|
#pragma fragment fragment_program
|
||
|
|
||
|
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
|
||
|
#pragma shader_feature_local _ _CFXR_RADIAL_UV
|
||
|
#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING
|
||
|
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||
|
|
||
|
#pragma shader_feature_local _ _ALPHATEST_ON
|
||
|
#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE
|
||
|
|
||
|
#pragma multi_compile_shadowcaster
|
||
|
#pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
|
||
|
|
||
|
#if _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
|
||
|
#pragma target 3.0 //needed for VPOS
|
||
|
#endif
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CustomEditor "CartoonFX.MaterialInspector"
|
||
|
}
|
||
|
|