Shader
"Particles/Additive"
{
Properties {
_TintColor (
"Tint Color"
, Color) = (0.5,0.5,0.5,0.5)
_MainTex (
"Particle Texture"
, 2D) =
"white"
{}
_InvFade (
"Soft Particles Factor"
, Range(0.01,3.0)) = 1.0
//-------------------add----------------------
_MinX (
"Min X"
, Float) = -10
_MaxX (
"Max X"
, Float) = 10
_MinY (
"Min Y"
, Float) = -10
_MaxY (
"Max Y"
, Float) = 10
//-------------------add----------------------
}
Category {
Tags {
"Queue"
=
"Transparent"
"IgnoreProjector"
=
"True"
"RenderType"
=
"Transparent"
}
Blend SrcAlpha One
AlphaTest Greater .01
ColorMask RGB
Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
//-------------------add----------------------
float
_MinX;
float
_MaxX;
float
_MinY;
float
_MaxY;
//-------------------add----------------------
struct
appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct
v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
//-------------------add----------------------
float3 vpos : TEXCOORD2;
//-------------------add----------------------
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
//-------------------add----------------------
o.vpos = v.vertex.xyz;
//-------------------add----------------------
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;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return
o;
}
sampler2D_float _CameraDepthTexture;
float
_InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float
sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float
partZ = i.projPos.z;
float
fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
//-------------------add----------------------
fixed4 c =2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
c.a *= (i.vpos.x >= _MinX );
c.a *= (i.vpos.x <= _MaxX);
c.a *= (i.vpos.y >= _MinY);
c.a *= (i.vpos.y <= _MaxY);
c.rgb *= c.a;
return
c;
//-------------------add----------------------
}
ENDCG
}
}
}
}