SLEAPY_SMURF/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ri...

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2023-04-30 11:23:57 +00:00
//--------------------------------------------------------------------------------------------------------------------------------
// Cartoon FX
// (c) 2012-2020 Jean Moreno
//--------------------------------------------------------------------------------------------------------------------------------
Shader "Cartoon FX/Remaster/Particle Procedural Ring"
{
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
//# --------------------------------------------------------
//# Textures
//#
_MainTex ("Texture", 2D) = "white" {}
[Toggle(_CFXR_SINGLE_CHANNEL)] _SingleChannel ("Single Channel Texture", Float) = 0
//# --------------------------------------------------------
//# Ring
//#
[Toggle(_CFXR_RADIAL_UV)] _UseRadialUV ("Enable Radial UVs", Float) = 0
_RingTopOffset ("Ring Offset", float) = 0.05
[Toggle(_CFXR_WORLD_SPACE_RING)] _WorldSpaceRing ("World Space", Float) = 0
//# --------------------------------------------------------
[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"
}
Blend [_SrcBlend] [_DstBlend]
Cull Off
ZWrite Off
//====================================================================================================================================
// 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_instancing
#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
#define CFXR_URP
#define CFXR_PROCEDURAL_RING_SHADER
#include "CFXR_PASSES.cginc"
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_instancing
#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
#define CFXR_URP
#define DISABLE_SOFT_PARTICLES
#define CFXR_PROCEDURAL_RING_SHADER
#include "CFXR_PASSES.cginc"
ENDCG
}
//--------------------------------------------------------------------------------------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
#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) && !defined(SHADER_API_GLES)
#pragma target 3.0 //needed for VPOS
#endif
#define CFXR_URP
#define PASS_SHADOW_CASTER
#define CFXR_PROCEDURAL_RING_SHADER
#include "CFXR_PASSES.cginc"
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 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
#define CFXR_PROCEDURAL_RING_SHADER
#include "CFXR_PASSES.cginc"
ENDCG
}
//--------------------------------------------------------------------------------------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
#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) && !defined(SHADER_API_GLES)
#pragma target 3.0 //needed for VPOS
#endif
#define PASS_SHADOW_CASTER
#define CFXR_PROCEDURAL_RING_SHADER
#include "CFXR_PASSES.cginc"
ENDCG
}
}
}
CustomEditor "CartoonFX.MaterialInspector"
}