//-------------------------------------------------------------------------------------------------------------------------------- // Cartoon FX // (c) 2012-2020 Jean Moreno //-------------------------------------------------------------------------------------------------------------------------------- Shader "Cartoon FX/Remaster/Particle Procedural Glow" { Properties { //# Blending //# [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10 //# -------------------------------------------------------- [Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0 //# IF_KEYWORD _CFXR_DISSOLVE [NoScaleOffset] _DissolveTex ("Dissolve Texture", 2D) = "gray" {} _DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1 [ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0 //# END_IF //# -------------------------------------------------------- //# Procedural Circle //# [KeywordEnum(P0, P2, P4, P8)] _CFXR_GLOW_POW ("Apply Power of", Float) = 0 _GlowMin ("Circle Min", Float) = 0 _GlowMax ("Circle Max", Float) = 1 //# _MaxValue ("Max Value", Float) = 10 //# -------------------------------------------------------- [Toggle(_CFXR_HDR_BOOST)] _HdrBoost ("Enable HDR Multiplier", Float) = 0 //# IF_KEYWORD _CFXR_HDR_BOOST _HdrMultiply ("HDR Multiplier", Float) = 2 //# END_IF //# -------------------------------------------------------- [Toggle(_FADING_ON)] _UseSP ("Soft Particles", Float) = 0 //# IF_KEYWORD _FADING_ON _SoftParticlesFadeDistanceNear ("Near Fade", Float) = 0 _SoftParticlesFadeDistanceFar ("Far Fade", Float) = 1 //# END_IF //# ======================================================== //# Shadows //# [KeywordEnum(Off,On,CustomTexture)] _CFXR_DITHERED_SHADOWS ("Dithered Shadows", Float) = 0 //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE _ShadowStrength ("Shadows Strength Max", Range(0,1)) = 1.0 //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE _DitherCustom ("Dithering 3D Texture", 3D) = "black" {} //# END_IF //# END_IF } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend [_SrcBlend] [_DstBlend], One One Cull Off ZWrite Off //================================================================================================================================ // Includes & Code CGINCLUDE #include "UnityCG.cginc" #include "UnityStandardUtils.cginc" // -------------------------------- #include "CFXR_SETTINGS.cginc" // -------------------------------- CBUFFER_START(UnityPerMaterial) half _GlowMin; half _GlowMax; half _MaxValue; sampler2D _DissolveTex; half _InvertDissolveTex; half _DissolveSmooth; half _HdrMultiply; half _Cutoff; UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); half _SoftParticlesFadeDistanceNear; half _SoftParticlesFadeDistanceFar; half _EdgeFadePow; float _ShadowStrength; sampler3D _DitherMaskLOD; sampler3D _DitherCustom; float4 _DitherCustom_TexelSize; CBUFFER_END // -------------------------------- // Input/output struct appdata { float4 vertex : POSITION; half4 color : COLOR; float4 texcoord : TEXCOORD0; //xy = uv, zw = random float4 texcoord1 : TEXCOORD1; //additional particle data: x = dissolve #if PASS_SHADOW_CASTER float3 normal : NORMAL; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; // vertex to fragment struct v2f { float4 pos : SV_POSITION; half4 color : COLOR; float4 uv_random : TEXCOORD0; //uv + particle data float4 custom1 : TEXCOORD1; //additional particle data #if !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON)) float4 projPos : TEXCOORD2; #endif UNITY_FOG_COORDS(5) //note: does nothing if fog is not enabled UNITY_VERTEX_INPUT_INSTANCE_ID 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; #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); #endif o.color = v.color; o.uv_random = v.texcoord; o.custom1 = v.texcoord1; #if PASS_SHADOW_CASTER vert(v, o, opos); #else return vert(v, o); #endif } // -------------------------------- // 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); // ================================================================ // Color & Alpha //-------------------------------- // procedural glow float2 uvm = i.uv_random.xy - 0.5; half glow = saturate(1 - ((dot(uvm, uvm) * 4))); #if _CFXR_GLOW_POW_P2 glow = pow(glow, 2); #elif _CFXR_GLOW_POW_P4 glow = pow(glow, 4); #elif _CFXR_GLOW_POW_P8 glow = pow(glow, 8); #endif glow = clamp(lerp(_GlowMin, _GlowMax, glow), 0, _MaxValue) * saturate(glow * 30); half4 mainTex = half4(1, 1, 1, glow); //-------------------------------- #if _CFXR_HDR_BOOST #ifdef UNITY_COLORSPACE_GAMMA _HdrMultiply = LinearToGammaSpaceApprox(_HdrMultiply); #endif mainTex.rgb *= _HdrMultiply * GLOBAL_HDR_MULTIPLIER; #endif half3 particleColor = mainTex.rgb * i.color.rgb; half particleAlpha = mainTex.a * i.color.a; // ================================================================ // 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" Tags { "LightMode"="UniversalForward" } CGPROGRAM #pragma vertex vertex_program #pragma fragment fragment_program #pragma target 2.0 #pragma multi_compile_particles #pragma multi_compile_fog #pragma multi_compile CFXR_URP #pragma shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 #pragma shader_feature_local _ _CFXR_HDR_BOOST #pragma shader_feature_local _ _CFXR_DISSOLVE #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" Tags { "LightMode"="Universal2D" } CGPROGRAM #pragma vertex vertex_program #pragma fragment fragment_program #pragma target 2.0 #pragma multi_compile_particles #pragma multi_compile_fog #pragma multi_compile CFXR_URP #pragma multi_compile DISABLE_SOFT_PARTICLES #pragma shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 #pragma shader_feature_local _ _CFXR_HDR_BOOST #pragma shader_feature_local _ _CFXR_DISSOLVE #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_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 #pragma shader_feature_local _ _CFXR_DISSOLVE #pragma shader_feature_local _FADING_ON #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #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_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 #pragma shader_feature_local _ _CFXR_HDR_BOOST #pragma shader_feature_local _ _CFXR_DISSOLVE #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_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 #pragma shader_feature_local _ _CFXR_DISSOLVE #pragma shader_feature_local _FADING_ON #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #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" }