不是太懂代码 大神能否帮忙看一下?
Shader "HeatDistort_WLJ" {
Properties {
_TintColor ("Tint Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "black" {}
_CutOut ("Alpha Mask", 2D) = "black" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_ColorStrength ("Color Strength", Float) = 1
_BumpAmt ("Distortion", Float) = 10
_InvFade ("Soft Particles Factor", Range(0,10)) = 1.0
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off}
SubShader {
GrabPass {
Name "BASE"
Tags { "LightMode" = "Always" }
}
Pass {
Name "BASE"
Tags { "LightMode" = "Always" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_particles
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f {
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvbump : TEXCOORD1;
float2 uvmain : TEXCOORD2;
float2 uvcutout : TEXCOORD3;
fixed4 color : COLOR;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD4;
#endif
};
sampler2D _MainTex;
sampler2D _CutOut;
sampler2D _BumpMap;
float _BumpAmt;
float _ColorStrength;
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
fixed4 _TintColor;
float4 _BumpMap_ST;
float4 _MainTex_ST;
float4 _CutOut_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
o.uvcutout = TRANSFORM_TEX( v.texcoord, _CutOut );
return o;
}
sampler2D _CameraDepthTexture;
float _InvFade;
half4 frag( v2f i ) : COLOR
{
#ifdef SOFTPARTICLES_ON
if(_InvFade > 0.0001) {
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
half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg;
float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
fixed4 tex = tex2D(_MainTex, i.uvmain) * i.color;
fixed4 cut = tex2D(_CutOut, i.uvcutout) * i.color;
fixed4 emission = col * i.color + tex * _ColorStrength * _TintColor;
emission.a = _TintColor.a * i.color.a * (cut.a);
return emission;
}
ENDCG
}
}
SubShader {
Blend DstColor Zero
Pass {
Name "BASE"
SetTexture [_MainTex] { combine texture }
}
}
}
}
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