Stable version

This commit is contained in:
Kasutaja
2023-04-30 14:23:57 +03:00
parent cdbdbc28c4
commit 294d6117e3
1861 changed files with 1697361 additions and 6747 deletions

View File

@@ -0,0 +1,99 @@
// CartoonFX 3 Shader
// (c) 2015, Jean Moreno
Shader "Cartoon FX/Legacy/Particle Multiply Colored"
{
Properties
{
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture (alpha)", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend DstColor Zero
AlphaTest Greater .01
ColorMask RGB
Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
BindChannels
{
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _TintColor;
sampler2D _CameraDepthTexture;
float _InvFade;
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
fixed4 tex = tex2D(_MainTex, i.texcoord);
// tex.rgb *= i.color.rgb * _TintColor.rgb * 2.0f;
// tex = lerp(tex, fixed4(0.5,0.5,0.5,0.5), 1-tex * i.color.a);
return lerp(fixed4(1,1,1,1), _TintColor * i.color, tex * i.color.a);
// return 2.0f * i.color * _TintColor * lerp(fixed4(0,0,0,0), fixed4(1,1,1,1), tex2D(_MainTex, i.texcoord).a * i.color.a);
}
ENDCG
}
}
}
}

View File

@@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: d09abe9036011f94a9e27ccc73cea0ac
ShaderImporter:
userData:

View File

@@ -0,0 +1,41 @@
// Simplified Additive Particle shader. Differences from regular Additive Particle one:
// - no Tint color
// - no Smooth particle support
// - no AlphaTest
// - no ColorMask
// Cartoon FX difference:
// - uses Alpha8 monochrome textures to save up on texture memory size
Shader "Cartoon FX/Legacy/Particles Additive Alpha8"
{
Properties
{
_MainTex ("Particle Texture (Alpha8)", 2D) = "white" {}
}
Category
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
BindChannels
{
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}
SubShader
{
Pass
{
SetTexture [_MainTex]
{
combine primary, texture * primary
}
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: bccaaca1f83315c4aad8d95e28fd9149