450 lines
16 KiB
Plaintext
450 lines
16 KiB
Plaintext
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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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_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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[ToggleNoKeyword] _DoubleDissolve ("Double Dissolve", Float) = 0
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[Toggle(_CFXR_DISSOLVE_ALONG_UV_X)] _UseDissolveOffsetUV ("Dissolve offset along X", Float) = 0
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//# IF_KEYWORD _CFXR_DISSOLVE_ALONG_UV_X
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_DissolveScroll ("UV Scrolling", Vector) = (0,0,0,0)
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//# END_IF
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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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// 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_URP"
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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_instancing
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// #pragma instancing_options procedural:ParticleInstancingSetup
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#pragma multi_compile_fog
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//#pragma multi_compile_fwdbase
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//#pragma multi_compile SHADOWS_SCREEN
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#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
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#pragma shader_feature_local _ _CFXR_DISSOLVE
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#pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X
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#pragma shader_feature_local _ _CFXR_UV_DISTORTION
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#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
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#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
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// #pragma shader_feature_local _ _CFXR_GRADIENTMAP
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#pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS
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#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
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#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
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#pragma shader_feature_local _ _CFXR_HDR_BOOST
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#pragma shader_feature_local _ _CFXR_EDGE_FADING
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#pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL
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#pragma shader_feature_local _ _CFXR_LIGHTING_WPOS_OFFSET
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#pragma shader_feature_local _ _CFXR_LIGHTING_BACK
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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 _ _NORMALMAP
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#pragma shader_feature_local _ _EMISSION
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#pragma shader_feature_local _ _FLIPBOOK_BLENDING
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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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#define CFXR_URP
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#define CFXR_UBERSHADER
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#include "CFXR_PASSES.cginc"
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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_URP"
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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_instancing
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// #pragma instancing_options procedural:ParticleInstancingSetup
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#pragma multi_compile_fog
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//#pragma multi_compile_fwdbase
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//#pragma multi_compile SHADOWS_SCREEN
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#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
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#pragma shader_feature_local _ _CFXR_DISSOLVE
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#pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X
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#pragma shader_feature_local _ _CFXR_UV_DISTORTION
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#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
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#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
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// #pragma shader_feature_local _ _CFXR_GRADIENTMAP
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#pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS
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#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
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#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
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#pragma shader_feature_local _ _CFXR_HDR_BOOST
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#pragma shader_feature_local _ _CFXR_EDGE_FADING
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#pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL
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#pragma shader_feature_local _ _CFXR_LIGHTING_WPOS_OFFSET
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#pragma shader_feature_local _ _CFXR_LIGHTING_BACK
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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 _ _NORMALMAP
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#pragma shader_feature_local _ _EMISSION
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#pragma shader_feature_local _ _FLIPBOOK_BLENDING
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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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#define CFXR_UPR
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#define DISABLE_SOFT_PARTICLES
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#define CFXR_UBERSHADER
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#include "CFXR_PASSES.cginc"
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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 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_DISSOLVE
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#pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X
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#pragma shader_feature_local _ _CFXR_UV_DISTORTION
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#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
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#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
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#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
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#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
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#pragma shader_feature_local _ _FLIPBOOK_BLENDING
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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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#pragma multi_compile_shadowcaster
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#pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE
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#if (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES)
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#pragma target 3.0 //needed for VPOS
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#endif
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#define CFXR_UPR
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#define PASS_SHADOW_CASTER
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#define CFXR_UBERSHADER
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#include "CFXR_PASSES.cginc"
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ENDCG
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}
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}
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//====================================================================================================================================
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// Built-in 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"="ForwardBase" }
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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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//vertInstancingSetup writes to global, not allowed with DXC
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// #pragma never_use_dxc
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// #pragma target 2.5
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// #pragma multi_compile_instancing
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// #pragma instancing_options procedural:vertInstancingSetup
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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//#pragma multi_compile_fwdbase
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//#pragma multi_compile SHADOWS_SCREEN
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#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
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#pragma shader_feature_local _ _CFXR_DISSOLVE
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#pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X
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#pragma shader_feature_local _ _CFXR_UV_DISTORTION
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#pragma shader_feature_local _ _CFXR_UV2_DISTORTION
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#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD
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// #pragma shader_feature_local _ _CFXR_GRADIENTMAP
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#pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS
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#pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X
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#pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB
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#pragma shader_feature_local _ _CFXR_HDR_BOOST
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#pragma shader_feature_local _ _CFXR_EDGE_FADING
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#pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL
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#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
|
||
|
|
||
|
#include "UnityStandardParticleInstancing.cginc"
|
||
|
#define CFXR_UBERSHADER
|
||
|
#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
|
||
|
|
||
|
//vertInstancingSetup writes to global, not allowed with DXC
|
||
|
// #pragma never_use_dxc
|
||
|
// #pragma target 2.5
|
||
|
// #pragma multi_compile_instancing
|
||
|
// #pragma instancing_options procedural:vertInstancingSetup
|
||
|
|
||
|
#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL
|
||
|
#pragma shader_feature_local _ _CFXR_DISSOLVE
|
||
|
#pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X
|
||
|
#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) && !defined(SHADER_API_GLES)
|
||
|
#pragma target 3.0 //needed for VPOS
|
||
|
#endif
|
||
|
|
||
|
#include "UnityStandardParticleInstancing.cginc"
|
||
|
|
||
|
#define PASS_SHADOW_CASTER
|
||
|
#define CFXR_UBERSHADER
|
||
|
#include "CFXR_PASSES.cginc"
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CustomEditor "CartoonFX.MaterialInspector"
|
||
|
}
|
||
|
|