90 lines
2.8 KiB
Plaintext
90 lines
2.8 KiB
Plaintext
//Written by ifurkend of Moonflower Carnivore in 2017. All rights reserved.
|
|
//In case you really want to support Shader Model 1 which is completely antique, comment lines 7, 49 and 80 which involves _Bias, then uncomment line 79.
|
|
Shader "Particles/Alpha Blended Cubemap" {
|
|
Properties {
|
|
_TintColor ("Tint Color", Color) = (1, 1, 1, 1)
|
|
_MainTex ("Base (RGB) Mask (A)", 2D) = "white" {}
|
|
[NoScaleOffset] _Cube ("Cubemap (6 frames layout)", Cube) = "grey" {}
|
|
//_AmbientPow ("Ambient Power", Range(0,1)) = 0.5
|
|
_Bias ("Cubemap Bias (blur)", Range(0,8)) = 0//The greater bias, the more blur is the cubemap. This requires the cubemap has mip maps generated in texture settings.
|
|
_DLightPow ("Dir Light Power", Range(0,10)) = 0.5//How much the main directional light affects the material.
|
|
_Glow ("Intensity", Range(0, 10)) = 0//Only increase the _Glow/Intensity when HDR mode is enabled in your rendering camera.
|
|
}
|
|
SubShader {
|
|
Tags { "Queue"="Transparent" "RenderType"="Transparent" "PreviewType" = "Plane"}
|
|
Cull Back
|
|
ZTest On
|
|
ZWrite Off
|
|
Lighting On
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
|
|
Pass {
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma target 2.0
|
|
|
|
#pragma multi_compile_particles
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "UnityLightingCommon.cginc"
|
|
|
|
struct appdata {
|
|
float4 vertex : POSITION;
|
|
half2 uv : TEXCOORD0;
|
|
half4 color : COLOR;
|
|
float3 normal : NORMAL;
|
|
};
|
|
|
|
struct v2f {
|
|
float4 vertex : SV_POSITION;
|
|
half2 uv : TEXCOORD0;
|
|
half3 worldRefl : TEXCOORD1;
|
|
half4 color : COLOR;
|
|
};
|
|
|
|
half4 _TintColor;
|
|
sampler2D _MainTex;
|
|
half4 _MainTex_ST;
|
|
samplerCUBE _Cube;
|
|
half _Bias;
|
|
//half _AmbientPow;
|
|
half _DLightPow;
|
|
half _Glow;
|
|
|
|
v2f vert (appdata v) {
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.uv = TRANSFORM_TEX(v.uv,_MainTex);
|
|
o.color = v.color;
|
|
//o.color.rgb += ShadeSH9(half4(UnityObjectToWorldNormal(v.normal),1)) * _AmbientPow;
|
|
o.color.rgb += _LightColor0.rgb * _DLightPow;
|
|
o.color.rgb += _Glow;
|
|
|
|
float3 worldNormal = UnityObjectToWorldNormal(float3(
|
|
v.normal.xy,
|
|
//v.normal.z
|
|
v.normal.z*2-1
|
|
));
|
|
o.worldRefl = reflect(float3(
|
|
v.uv.x-0.5,
|
|
v.uv.y-0.5,
|
|
0.5
|
|
), worldNormal);
|
|
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag (v2f i) : SV_Target {
|
|
//fixed4 cubemap = texCUBE (_Cube, i.worldRefl) * i.color * _TintColor;
|
|
fixed4 cubemap = texCUBEbias (_Cube, half4(i.worldRefl,_Bias));
|
|
fixed4 maintex2d = tex2D (_MainTex, i.uv);
|
|
fixed4 col;
|
|
col.rgb = cubemap.rgb * maintex2d.rgb * i.color.rgb * _TintColor.rgb;
|
|
col.a = (cubemap.r + cubemap.g + cubemap.b) * 0.33 * cubemap.a * maintex2d.a * i.color.a * _TintColor.a;
|
|
return col;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
} |