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933 lines
30 KiB
933 lines
30 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 Ubershader"
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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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[KeywordEnumNoPrefix(Alpha Blending, _ALPHABLEND_ON, Alpha Blending Premultiplied, _ALPHAPREMULTIPLY_ON, Multiplicative, _ALPHAMODULATE_ON, Additive, _CFXR_ADDITIVE)] _BlendingType ("Blending Type", Float) = 0
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//#
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[ToggleNoKeyword] _ZWrite ("Depth Write", Float) = 0
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[Toggle(_ALPHATEST_ON)] _UseAlphaClip ("Alpha Clipping (Cutout)", Float) = 0
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//# IF_KEYWORD _ALPHATEST_ON
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_Cutoff ("Cutoff Threshold", Range(0.001,1)) = 0.1
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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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[Toggle(_CFXR_EDGE_FADING)] _UseEF ("Edge Fade", Float) = 0
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//# IF_KEYWORD _CFXR_EDGE_FADING
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_EdgeFadePow ("Edge Fade Power", Float) = 1
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//# END_IF
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//#
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//# ========================================================
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//# Effects
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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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[Toggle(_CFXR_UV_DISTORTION)] _UseUVDistortion ("Enable UV Distortion", Float) = 0
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//# IF_KEYWORD _CFXR_UV_DISTORTION
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[NoScaleOffset] _DistortTex ("Distortion Texture", 2D) = "gray" {}
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_DistortScrolling ("Scroll (XY) Tile (ZW)", Vector) = (0,0,1,1)
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[Toggle(_CFXR_UV2_DISTORTION)] _UseUV2Distortion ("Use UV2", Float) = 0
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_Distort ("Distortion Strength", Range(0,2.0)) = 0.1
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[ToggleNoKeyword] _FadeAlongU ("Fade along Y", Float) = 0
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[Toggle(_CFXR_UV_DISTORTION_ADD)] _UVDistortionAdd ("Add to base UV", Float) = 0
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//# END_IF
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//# ========================================================
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//# Colors
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//#
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[NoScaleOffset] _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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[KeywordEnum(Off,1x,2x)] _CFXR_OVERLAYTEX ("Enable Overlay Texture", Float) = 0
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//# IF_KEYWORD _CFXR_OVERLAYTEX_1X || _CFXR_OVERLAYTEX_2X
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[KeywordEnum(RGBA,RGB,A)] _CFXR_OVERLAYBLEND ("Overlay Blend Channels", Float) = 0
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[NoScaleOffset] _OverlayTex ("Overlay Texture", 2D) = "white" {}
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_OverlayTex_Scroll ("Overlay Scrolling / Scale", Vector) = (0.1,0.1,1,1)
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//# END_IF
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//# --------------------------------------------------------
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[Toggle(_FLIPBOOK_BLENDING)] _UseFB ("Flipbook Blending", Float) = 0
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//# --------------------------------------------------------
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[Toggle(_CFXR_SECONDCOLOR_LERP)] _UseSecondColor ("Secondary Vertex Color (TEXCOORD2)", Float) = 0
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//# IF_KEYWORD _CFXR_SECONDCOLOR_LERP
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[NoScaleOffset] _SecondColorTex ("Second Color Map", 2D) = "black" {}
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_SecondColorSmooth ("Second Color Smoothing", Range(0.0001,0.5)) = 0.2
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//# END_IF
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//# --------------------------------------------------------
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[Toggle(_CFXR_FONT_COLORS)] _UseFontColor ("Use Font Colors", Float) = 0
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// //# --------------------------------------------------------
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//
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// [Toggle(_CFXR_GRADIENTMAP)] _UseGradientMap ("Gradient Map", Float) = 0
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// //# IF_KEYWORD _CFXR_GRADIENTMAP
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// [NoScaleOffset] _GradientMap ("Gradient Map", 2D) = "black" {}
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// //# END_IF
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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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//# Lighting
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//#
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[KeywordEnumNoPrefix(Off, _, Direct, _CFXR_LIGHTING_DIRECT, Indirect, _CFXR_LIGHTING_INDIRECT, Both, _CFXR_LIGHTING_ALL)] _UseLighting ("Mode", Float) = 0
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//# IF_KEYWORD _CFXR_LIGHTING_DIRECT || _CFXR_LIGHTING_ALL
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_DirectLightingRamp ("Direct Lighting Ramp", Range(0,1)) = 1.0
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//# END_IF
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//#
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//# IF_KEYWORD _CFXR_LIGHTING_DIRECT || _CFXR_LIGHTING_INDIRECT || _CFXR_LIGHTING_ALL
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[Toggle(_NORMALMAP)] _UseNormalMap ("Enable Normal Map", Float) = 0
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//# IF_KEYWORD _NORMALMAP
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[NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {}
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_BumpScale ("Normal Scale", Range(-1, 1)) = 1.0
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//# END_IF
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//#
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[Toggle(_EMISSION)] _UseEmission ("Enable Emission (TEXCOORD2)", Float) = 0
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//#
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[Toggle(_CFXR_LIGHTING_WPOS_OFFSET)] _UseLightingWorldPosOffset ("Enable World Pos. Offset", Float) = 0
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//# IF_KEYWORD _CFXR_LIGHTING_WPOS_OFFSET
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_LightingWorldPosStrength ("Offset Strength", Range(0,1)) = 0.2
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//# END_IF
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//#
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[Toggle(_CFXR_LIGHTING_BACK)] _UseBackLighting ("Enable Backlighting", Float) = 0
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//# IF_KEYWORD _CFXR_LIGHTING_BACK
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_DirLightScreenAtten ("Dir. Light Screen Attenuation", Range(0, 5)) = 1.0
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_BacklightTransmittance ("Backlight Transmittance", Range(0, 2)) = 1.0
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//# END_IF
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//#
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//# IF_KEYWORD _CFXR_LIGHTING_INDIRECT || _CFXR_LIGHTING_ALL
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_IndirectLightingMix ("Indirect Lighting Mix", Range(0,1)) = 0.5
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//# END_IF
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_ShadowColor ("Shadow Color", Color) = (0,0,0,1)
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//#
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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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// _ReceivedShadowsStrength ("Received Shadows Strength", Range(0,1)) = 0.5
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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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"PreviewType"="Plane"
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}
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Blend [_SrcBlend] [_DstBlend], One One
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ZWrite [_ZWrite]
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Cull Off
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//================================================================================================================================
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// Includes & Code
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CGINCLUDE
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#if defined(UNITY_SAMPLE_FULL_SH_PER_PIXEL)
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#undef UNITY_SAMPLE_FULL_SH_PER_PIXEL
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#endif
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#define UNITY_SAMPLE_FULL_SH_PER_PIXEL defined(_NORMALMAP)
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#include "UnityCG.cginc"
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#include "UnityStandardUtils.cginc"
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#include "AutoLight.cginc"
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#if CFXR_URP
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#include "CFXR_URP.cginc"
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#else
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#include "UnityLightingCommon.cginc"
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#endif
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#if defined(_CFXR_LIGHTING_INDIRECT) || defined(_CFXR_LIGHTING_DIRECT) || defined(_CFXR_LIGHTING_ALL)
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#define LIGHTING
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#endif
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#if defined(_CFXR_LIGHTING_DIRECT) || defined(_CFXR_LIGHTING_ALL)
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#define LIGHTING_DIRECT
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#endif
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#if defined(_CFXR_LIGHTING_INDIRECT) || defined(_CFXR_LIGHTING_ALL)
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#define LIGHTING_INDIRECT
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#endif
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#if (defined(_CFXR_LIGHTING_DIRECT) || defined(_CFXR_LIGHTING_ALL)) && defined(_CFXR_LIGHTING_BACK)
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#define LIGHTING_BACK
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#endif
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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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sampler2D _OverlayTex;
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float4 _OverlayTex_Scroll;
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sampler2D _BumpMap;
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half _BumpScale;
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float4 _GameObjectWorldPosition;
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half _LightingWorldPosStrength;
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half _IndirectLightingMix;
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half4 _ShadowColor;
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half _DirectLightingRamp;
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half _DirLightScreenAtten;
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half _BacklightTransmittance;
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sampler2D _DissolveTex;
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half _InvertDissolveTex;
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half _DissolveSmooth;
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sampler2D _DistortTex;
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half4 _DistortScrolling;
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half _Distort;
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half _FadeAlongU;
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// sampler2D _GradientMap;
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sampler2D _SecondColorTex;
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half _SecondColorSmooth;
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half _HdrMultiply;
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half _ReceivedShadowsStrength;
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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; //xy = uv, zw = random
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float4 texcoord1 : TEXCOORD1; //additional particle data: x = dissolve, y = animFrame
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float4 texcoord2 : TEXCOORD2; //additional particle data: second color
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#if PASS_SHADOW_CASTER || _CFXR_EDGE_FADING || defined(LIGHTING)
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float3 normal : NORMAL;
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#endif
|
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#if defined(LIGHTING) && _NORMALMAP
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float4 tangent : TANGENT;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
|
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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_random : TEXCOORD0; //uv + particle data
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float4 custom1 : TEXCOORD1; //additional particle data
|
||
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#if _CFXR_SECONDCOLOR_LERP || _CFXR_FONT_COLORS || (defined(LIGHTING) && _EMISSION)
|
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float4 secondColor : TEXCOORD2;
|
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#endif
|
||
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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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#if defined(LIGHTING_DIRECT) || (defined(LIGHTING_INDIRECT) && _NORMALMAP)
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float3 worldPos : TEXCOORD4;
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#endif
|
||
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#if defined(LIGHTING_INDIRECT) && !_NORMALMAP
|
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float3 shColor : TEXCOORD5;
|
||
|
#endif
|
||
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#if defined(LIGHTING_DIRECT) && defined(LIGHTING_BACK)
|
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float3 viewDirWS : TEXCOORD6;
|
||
|
#endif
|
||
|
#if defined(_CFXR_LIGHTING_WPOS_OFFSET) && (defined(LIGHTING_DIRECT) || defined(LIGHTING_INDIRECT))
|
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float3 worldPosDiff : TEXCOORD7;
|
||
|
#endif
|
||
|
#if !PASS_SHADOW_CASTER
|
||
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UNITY_FOG_COORDS(8) //note: does nothing if fog is not enabled
|
||
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// SHADOW_COORDS(8)
|
||
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#endif
|
||
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#if defined(LIGHTING)
|
||
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float3 normalWS : NORMAL;
|
||
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#if _NORMALMAP
|
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float4 tangentWS : TANGENT;
|
||
|
#endif
|
||
|
#endif
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
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UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
// vertex to fragment (shadow caster)
|
||
|
struct v2f_shadowCaster
|
||
|
{
|
||
|
V2F_SHADOW_CASTER_NOPOS
|
||
|
half4 color : COLOR;
|
||
|
float4 uv_random : TEXCOORD1; //uv + particle data
|
||
|
float4 custom1 : TEXCOORD2; //additional particle data
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
// --------------------------------
|
||
|
|
||
|
#include "CFXR.cginc"
|
||
|
|
||
|
// --------------------------------
|
||
|
// Vertex
|
||
|
|
||
|
#if PASS_SHADOW_CASTER
|
||
|
void vertex_program (appdata v, out v2f_shadowCaster o, out float4 opos : SV_POSITION)
|
||
|
#else
|
||
|
v2f vertex_program (appdata v)
|
||
|
#endif
|
||
|
{
|
||
|
#if !PASS_SHADOW_CASTER
|
||
|
v2f o;
|
||
|
#if CFXR_URP
|
||
|
o = (v2f)0;
|
||
|
#else
|
||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
#if !PASS_SHADOW_CASTER
|
||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||
|
|
||
|
#if defined(LIGHTING_DIRECT) || (defined(LIGHTING_INDIRECT) && _NORMALMAP)
|
||
|
// Particle Systems already output their vertex position in world space
|
||
|
o.worldPos = v.vertex.xyz;
|
||
|
|
||
|
#if defined(LIGHTING_BACK)
|
||
|
o.viewDirWS = normalize(_WorldSpaceCameraPos.xyz - o.worldPos);
|
||
|
//o.viewDirWS = normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz));
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#if defined(LIGHTING) && defined(_CFXR_LIGHTING_WPOS_OFFSET)
|
||
|
o.worldPosDiff = _GameObjectWorldPosition.xyz - v.vertex.xyz;
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
o.color = v.color;
|
||
|
o.uv_random = v.texcoord;
|
||
|
o.custom1 = v.texcoord1;
|
||
|
#if _CFXR_SECONDCOLOR_LERP || _CFXR_FONT_COLORS || (defined(LIGHTING) && _EMISSION)
|
||
|
o.secondColor = v.texcoord2;
|
||
|
#endif
|
||
|
#if defined(LIGHTING)
|
||
|
o.normalWS = v.normal.xyz;
|
||
|
#if _NORMALMAP
|
||
|
o.tangentWS = v.tangent;
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
// Ambient Lighting / Light Probes, per-vertex if no normal map
|
||
|
#if defined(LIGHTING_INDIRECT) && !_NORMALMAP
|
||
|
half3 shColor = ShadeSHPerVertex(v.normal.xyz, half3(0,0,0));
|
||
|
o.shColor = shColor;
|
||
|
#endif
|
||
|
|
||
|
/*
|
||
|
#if !PASS_SHADOW_CASTER
|
||
|
// Shadows Receiving
|
||
|
TRANSFER_SHADOW(o);
|
||
|
#endif
|
||
|
*/
|
||
|
|
||
|
#if PASS_SHADOW_CASTER
|
||
|
vert(v, o, opos);
|
||
|
#else
|
||
|
return vert(v, o);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// --------------------------------
|
||
|
// Shade4PointLights Custom
|
||
|
|
||
|
float3 CFXR_Shade4PointLights (
|
||
|
float4 lightPosX, float4 lightPosY, float4 lightPosZ,
|
||
|
float3 lightColor0, float3 lightColor1, float3 lightColor2, float3 lightColor3,
|
||
|
float4 lightAttenSq,
|
||
|
float3 pos, float3 normal)
|
||
|
{
|
||
|
// to light vectors
|
||
|
float4 toLightX = lightPosX - pos.x;
|
||
|
float4 toLightY = lightPosY - pos.y;
|
||
|
float4 toLightZ = lightPosZ - pos.z;
|
||
|
// squared lengths
|
||
|
float4 lengthSq = 0;
|
||
|
lengthSq += toLightX * toLightX;
|
||
|
lengthSq += toLightY * toLightY;
|
||
|
lengthSq += toLightZ * toLightZ;
|
||
|
// don't produce NaNs if some vertex position overlaps with the light
|
||
|
lengthSq = max(lengthSq, 0.000001);
|
||
|
|
||
|
// NdotL
|
||
|
float4 ndotl = 0;
|
||
|
ndotl += toLightX * normal.x;
|
||
|
ndotl += toLightY * normal.y;
|
||
|
ndotl += toLightZ * normal.z;
|
||
|
ndotl = smoothstep(0.5 - _DirectLightingRamp * 0.5, 0.5 + _DirectLightingRamp * 0.5, ndotl * 0.5 + 0.5);
|
||
|
|
||
|
// correct NdotL
|
||
|
float4 corr = rsqrt(lengthSq);
|
||
|
ndotl = max (float4(0,0,0,0), ndotl * corr);
|
||
|
|
||
|
// attenuation
|
||
|
float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);
|
||
|
float4 diff = ndotl * atten;
|
||
|
// final color
|
||
|
float3 col = 0;
|
||
|
col += lightColor0 * diff.x;
|
||
|
col += lightColor1 * diff.y;
|
||
|
col += lightColor2 * diff.z;
|
||
|
col += lightColor3 * diff.w;
|
||
|
return col;
|
||
|
}
|
||
|
|
||
|
// --------------------------------
|
||
|
// Fragment
|
||
|
|
||
|
#if PASS_SHADOW_CASTER
|
||
|
float4 fragment_program (v2f_shadowCaster i, UNITY_VPOS_TYPE vpos : VPOS) : SV_Target
|
||
|
#else
|
||
|
half4 fragment_program (v2f i) : SV_Target
|
||
|
#endif
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(i);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||
|
|
||
|
// ================================================================
|
||
|
// UV Distortion
|
||
|
|
||
|
#if _CFXR_UV_DISTORTION
|
||
|
#if _CFXR_UV2_DISTORTION
|
||
|
float2 uvDistortion = tex2D(_DistortTex, (i.custom1.xy * _DistortScrolling.zw + i.uv_random.zw + frac(_DistortScrolling.xy * _Time.yy))).rg * 2.0 - 1.0;
|
||
|
#else
|
||
|
float2 uvDistortion = tex2D(_DistortTex, (i.uv_random.xy * _DistortScrolling.zw + i.uv_random.zw + frac(_DistortScrolling.xy * _Time.yy))).rg * 2.0 - 1.0;
|
||
|
#endif
|
||
|
|
||
|
#if _CFXR_UV_DISTORTION_ADD
|
||
|
uvDistortion = i.uv_random.xy + uvDistortion * _Distort;
|
||
|
#else
|
||
|
uvDistortion = lerp(i.uv_random.xy, uvDistortion, _Distort);
|
||
|
#endif
|
||
|
|
||
|
if (_FadeAlongU > 0)
|
||
|
{
|
||
|
uvDistortion = lerp(i.uv_random.xy, uvDistortion, i.uv_random.y * 0.5);
|
||
|
}
|
||
|
|
||
|
#define main_uv uvDistortion
|
||
|
#else
|
||
|
#define main_uv i.uv_random
|
||
|
#endif
|
||
|
|
||
|
// ================================================================
|
||
|
// Color & Alpha
|
||
|
|
||
|
#if _CFXR_SINGLE_CHANNEL
|
||
|
half4 mainTex = half4(1, 1, 1, tex2D(_MainTex, main_uv.xy).r);
|
||
|
#else
|
||
|
half4 mainTex = tex2D(_MainTex, main_uv.xy);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _FLIPBOOK_BLENDING
|
||
|
#if _CFXR_SINGLE_CHANNEL
|
||
|
half4 mainTex2 = tex2D(_MainTex, i.uv_random.zw).r;
|
||
|
#else
|
||
|
half4 mainTex2 = tex2D(_MainTex, i.uv_random.zw);
|
||
|
#endif
|
||
|
mainTex = lerp(mainTex, mainTex2, i.custom1.y);
|
||
|
#endif
|
||
|
|
||
|
#if _CFXR_OVERLAYTEX_1X
|
||
|
float2 timeOffset = frac(_Time.yy * _OverlayTex_Scroll.xy);
|
||
|
float2 overlayUv = ((i.uv_random.xy + i.uv_random.zw) * _OverlayTex_Scroll.zz) + timeOffset;
|
||
|
half4 overlay = tex2D(_OverlayTex, overlayUv).r;
|
||
|
#elif _CFXR_OVERLAYTEX_2X
|
||
|
float2 timeOffset = frac(_Time.yy * _OverlayTex_Scroll.xy);
|
||
|
float2 overlayUv = ((i.uv_random.xy + i.uv_random.zw) * _OverlayTex_Scroll.zz) + timeOffset;
|
||
|
half4 overlay = tex2D(_OverlayTex, overlayUv).r;
|
||
|
|
||
|
overlayUv = ((i.uv_random.xy + i.uv_random.wz) * _OverlayTex_Scroll.ww) + timeOffset;
|
||
|
half4 overlay2 = tex2D(_OverlayTex, overlayUv).r;
|
||
|
mainTex.a *= (overlay.r + overlay2.r) / 2.0;
|
||
|
#endif
|
||
|
|
||
|
#if _CFXR_OVERLAYTEX_1X || _CFXR_OVERLAYTEX_2X
|
||
|
#if _CFXR_OVERLAYBLEND_A
|
||
|
mainTex.a *= overlay.r;
|
||
|
#elif _CFXR_OVERLAYBLEND_RGB
|
||
|
mainTex.rgb *= overlay.rgb;
|
||
|
#else
|
||
|
mainTex.rgba *= overlay.rgba;
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
/*
|
||
|
#if _CFXR_GRADIENTMAP
|
||
|
mainTex.rgb = tex2D(_GradientMap, mainTex.a).rgb;
|
||
|
#endif
|
||
|
*/
|
||
|
|
||
|
#if _CFXR_FONT_COLORS
|
||
|
half3 particleColor = mainTex.b * i.color.rgb + mainTex.g * i.custom1.rgb + mainTex.r * i.secondColor.rgb;
|
||
|
half particleAlpha = mainTex.a * i.color.a;
|
||
|
#else
|
||
|
half3 particleColor = mainTex.rgb * i.color.rgb;
|
||
|
half particleAlpha = mainTex.a * i.color.a;
|
||
|
#endif
|
||
|
|
||
|
#if _CFXR_SECONDCOLOR_LERP
|
||
|
half secondColorMap = tex2D(_SecondColorTex, i.uv_random.xy).r;
|
||
|
float time = lerp(-_SecondColorSmooth, 1+_SecondColorSmooth, i.secondColor.a);
|
||
|
secondColorMap = smoothstep(secondColorMap - _SecondColorSmooth, secondColorMap + _SecondColorSmooth, time);
|
||
|
particleColor.rgb += i.secondColor.rgb * secondColorMap;
|
||
|
#endif
|
||
|
|
||
|
#if _CFXR_HDR_BOOST
|
||
|
#ifdef UNITY_COLORSPACE_GAMMA
|
||
|
_HdrMultiply = LinearToGammaSpaceApprox(_HdrMultiply);
|
||
|
#endif
|
||
|
particleColor.rgb *= _HdrMultiply * GLOBAL_HDR_MULTIPLIER;
|
||
|
#endif
|
||
|
|
||
|
/*
|
||
|
#if !PASS_SHADOW_CASTER
|
||
|
// Shadows Receiving
|
||
|
half shadows = SHADOW_ATTENUATION(i);
|
||
|
particleColor.rgb *= saturate(shadows + (1.0 - _ReceivedShadowsStrength));
|
||
|
#endif
|
||
|
*/
|
||
|
|
||
|
// ================================================================
|
||
|
// Lighting
|
||
|
|
||
|
#if !PASS_SHADOW_CASTER
|
||
|
|
||
|
#if defined(LIGHTING)
|
||
|
half3 particleLighting = half3(0, 0, 0);
|
||
|
|
||
|
#if CFXR_URP
|
||
|
#define UNPACK_SCALE_NORMAL UnpackNormalScale
|
||
|
float3 mainLightDir = _MainLightPosition.xyz;
|
||
|
float3 mainLightColor = _MainLightColor.rgb;
|
||
|
#else
|
||
|
#define UNPACK_SCALE_NORMAL UnpackScaleNormal
|
||
|
float3 mainLightDir = _WorldSpaceLightPos0.xyz;
|
||
|
float3 mainLightColor = _LightColor0.rgb;
|
||
|
#endif
|
||
|
|
||
|
#if _NORMALMAP
|
||
|
half3 normalTS = UnpackScaleNormal_CFXR(tex2D(_BumpMap, main_uv.xy), _BumpScale);
|
||
|
// tangent space to world space:
|
||
|
float sgn = i.tangentWS.w; // should be either +1 or -1
|
||
|
float3 bitangent = sgn * cross(i.normalWS.xyz, i.tangentWS.xyz);
|
||
|
float3 normalWS = mul(normalTS, half3x3(i.tangentWS.xyz, bitangent.xyz, i.normalWS.xyz));
|
||
|
#else
|
||
|
half3 normalWS = i.normalWS;
|
||
|
#endif
|
||
|
#if defined(_CFXR_LIGHTING_WPOS_OFFSET)
|
||
|
normalWS = normalize(normalWS.xyz - i.worldPosDiff.xyz * _LightingWorldPosStrength);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
// - Direct
|
||
|
#if defined(LIGHTING_DIRECT)
|
||
|
// Main Directional
|
||
|
half ndl = dot(normalWS, mainLightDir);
|
||
|
ndl = smoothstep(0.5 - _DirectLightingRamp * 0.5, 0.5 + _DirectLightingRamp * 0.5, ndl * 0.5 + 0.5);
|
||
|
half mainDirectLighting = max(0, ndl);
|
||
|
|
||
|
#if defined(LIGHTING_BACK)
|
||
|
half viewAtten = length(mainLightDir + i.viewDirWS);
|
||
|
viewAtten = 1 - smoothstep(0, _DirLightScreenAtten, viewAtten);
|
||
|
mainDirectLighting += (viewAtten * viewAtten) * _BacklightTransmittance;
|
||
|
#endif
|
||
|
|
||
|
// particleColor.rgb = lerp(_ShadowColor.rgb, particleColor.rgb * mainLightColor.rgb, mainDirectLighting);
|
||
|
particleColor.rgb *= lerp(_ShadowColor.rgb, mainLightColor.rgb, mainDirectLighting);
|
||
|
|
||
|
// Point Lights
|
||
|
#if defined(ENABLE_POINT_LIGHTS)
|
||
|
#if CFXR_URP
|
||
|
uint additionalLightsCount = GetAdditionalLightsCount();
|
||
|
for (uint lightIndex = 0u; lightIndex < additionalLightsCount; ++lightIndex)
|
||
|
{
|
||
|
Light light = GetAdditionalLight(lightIndex, i.worldPos);
|
||
|
half ndl = dot(normalWS, light.direction);
|
||
|
ndl = smoothstep(0.5 - _DirectLightingRamp * 0.5, 0.5 + _DirectLightingRamp * 0.5, ndl * 0.5 + 0.5);
|
||
|
ndl = max(0, ndl);
|
||
|
|
||
|
#if defined(LIGHTING_BACK)
|
||
|
half backNdl = dot(-normalWS, light.direction);
|
||
|
backNdl = smoothstep(0.5 - _DirectLightingRamp * 0.5, 0.5 + _DirectLightingRamp * 0.5, backNdl * 0.5 + 0.5);
|
||
|
ndl += max(0, backNdl) * _BacklightTransmittance;
|
||
|
#endif
|
||
|
|
||
|
particleColor.rgb += ndl * light.color.rgb * light.distanceAttenuation;
|
||
|
}
|
||
|
#else
|
||
|
half3 pointLights = CFXR_Shade4PointLights(
|
||
|
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
|
||
|
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
|
||
|
unity_4LightAtten0, i.worldPos, normalWS);
|
||
|
|
||
|
#if defined(LIGHTING_BACK)
|
||
|
// TODO Tweak CFXR_Shade4PointLights to handle both front & back lights more efficiently?
|
||
|
pointLights += CFXR_Shade4PointLights(
|
||
|
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
|
||
|
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
|
||
|
unity_4LightAtten0, i.worldPos, -normalWS) * _BacklightTransmittance;
|
||
|
#endif
|
||
|
|
||
|
particleColor.rgb += pointLights;
|
||
|
#endif
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
// - Indirect
|
||
|
#if defined(LIGHTING_INDIRECT)
|
||
|
#if _NORMALMAP
|
||
|
half3 shColor = ShadeSHPerPixel(normalWS, half3(0,0,0), float3(0,0,0));
|
||
|
particleColor.rgb += shColor.rgb * _IndirectLightingMix;
|
||
|
#else
|
||
|
particleColor.rgb += i.shColor.rgb * _IndirectLightingMix;
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#if defined(LIGHTING) && _EMISSION
|
||
|
particleColor.rgb += i.secondColor.rgb;
|
||
|
#endif
|
||
|
|
||
|
#endif
|
||
|
|
||
|
// ================================================================
|
||
|
// Dissolve
|
||
|
|
||
|
#if _CFXR_DISSOLVE
|
||
|
half dissolveTex = tex2D(_DissolveTex, i.uv_random.xy).r;
|
||
|
dissolveTex = _InvertDissolveTex <= 0 ? 1 - dissolveTex : dissolveTex;
|
||
|
half dissolveTime = i.custom1.x;
|
||
|
#else
|
||
|
half dissolveTex = 0;
|
||
|
half dissolveTime = 0;
|
||
|
#endif
|
||
|
|
||
|
// ================================================================
|
||
|
//
|
||
|
|
||
|
#if PASS_SHADOW_CASTER
|
||
|
return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime);
|
||
|
#else
|
||
|
return frag(i, particleColor, particleAlpha, dissolveTex, dissolveTime);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
|
||
|
//====================================================================================================================================
|
||
|
// Universal Rendering Pipeline
|
||
|
|
||
|
Subshader
|
||
|
{
|
||
|
Pass
|
||
|
{
|
||
|
Name "BASE_URP"
|
||
|
Tags { "LightMode"="UniversalForward" }
|
||
|
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma vertex vertex_program
|
||
|
#pragma fragment fragment_program
|
||
|
|
||
|
#pragma target 2.0
|
||
|
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile_fog
|
||
|
//#pragma multi_compile_fwdbase
|
||
|
//#pragma multi_compile SHADOWS_SCREEN
|
||
|
|
||
|
#pragma multi_compile CFXR_URP
|
||
|
|
||
|
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
|
||
|
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||
|
#pragma shader_feature_local _ _CFXR_UV_DISTORTION
|
||
|
#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
|
||
|
#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
|
||
|
// #pragma shader_feature_local _ _CFXR_GRADIENTMAP
|
||
|
#pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS
|
||
|
#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
|
||
|
#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
|
||
|
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||
|
#pragma shader_feature_local _ _CFXR_EDGE_FADING
|
||
|
#pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL
|
||
|
#pragma shader_feature_local _ _CFXR_LIGHTING_WPOS_OFFSET
|
||
|
#pragma shader_feature_local _ _CFXR_LIGHTING_BACK
|
||
|
|
||
|
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||
|
#pragma shader_feature_local _ _NORMALMAP
|
||
|
#pragma shader_feature_local _ _EMISSION
|
||
|
#pragma shader_feature_local _ _FLIPBOOK_BLENDING
|
||
|
#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
|
||
|
}
|
||
|
|
||
|
// Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword
|
||
|
Pass
|
||
|
{
|
||
|
Name "BASE_URP"
|
||
|
Tags { "LightMode"="Universal2D" }
|
||
|
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma vertex vertex_program
|
||
|
#pragma fragment fragment_program
|
||
|
|
||
|
#pragma target 2.0
|
||
|
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile_fog
|
||
|
//#pragma multi_compile_fwdbase
|
||
|
//#pragma multi_compile SHADOWS_SCREEN
|
||
|
|
||
|
#pragma multi_compile CFXR_URP
|
||
|
#pragma multi_compile DISABLE_SOFT_PARTICLES
|
||
|
|
||
|
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
|
||
|
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||
|
#pragma shader_feature_local _ _CFXR_UV_DISTORTION
|
||
|
#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
|
||
|
#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
|
||
|
// #pragma shader_feature_local _ _CFXR_GRADIENTMAP
|
||
|
#pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS
|
||
|
#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
|
||
|
#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
|
||
|
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||
|
#pragma shader_feature_local _ _CFXR_EDGE_FADING
|
||
|
#pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL
|
||
|
#pragma shader_feature_local _ _CFXR_LIGHTING_WPOS_OFFSET
|
||
|
#pragma shader_feature_local _ _CFXR_LIGHTING_BACK
|
||
|
|
||
|
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||
|
#pragma shader_feature_local _ _NORMALMAP
|
||
|
#pragma shader_feature_local _ _EMISSION
|
||
|
#pragma shader_feature_local _ _FLIPBOOK_BLENDING
|
||
|
#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_DISSOLVE
|
||
|
#pragma shader_feature_local _ _CFXR_UV_DISTORTION
|
||
|
#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
|
||
|
#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
|
||
|
#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
|
||
|
#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
|
||
|
#pragma shader_feature_local _ _FLIPBOOK_BLENDING
|
||
|
|
||
|
#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
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//====================================================================================================================================
|
||
|
// 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_instancing
|
||
|
#pragma multi_compile_fog
|
||
|
//#pragma multi_compile_fwdbase
|
||
|
//#pragma multi_compile SHADOWS_SCREEN
|
||
|
|
||
|
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
|
||
|
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||
|
#pragma shader_feature_local _ _CFXR_UV_DISTORTION
|
||
|
#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
|
||
|
#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
|
||
|
// #pragma shader_feature_local _ _CFXR_GRADIENTMAP
|
||
|
#pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS
|
||
|
#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
|
||
|
#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
|
||
|
#pragma shader_feature_local _ _CFXR_HDR_BOOST
|
||
|
#pragma shader_feature_local _ _CFXR_EDGE_FADING
|
||
|
#pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL
|
||
|
#pragma shader_feature_local _ _CFXR_LIGHTING_WPOS_OFFSET
|
||
|
#pragma shader_feature_local _ _CFXR_LIGHTING_BACK
|
||
|
|
||
|
// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
|
||
|
#pragma shader_feature_local _ _NORMALMAP
|
||
|
#pragma shader_feature_local _ _EMISSION
|
||
|
#pragma shader_feature_local _ _FLIPBOOK_BLENDING
|
||
|
#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_DISSOLVE
|
||
|
#pragma shader_feature_local _ _CFXR_UV_DISTORTION
|
||
|
#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
|
||
|
#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
|
||
|
#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
|
||
|
#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
|
||
|
#pragma shader_feature_local _ _FLIPBOOK_BLENDING
|
||
|
|
||
|
#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"
|
||
|
}
|
||
|
|