162 lines
5.4 KiB
Plaintext
162 lines
5.4 KiB
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Particles/Standard Surface EmissionMod"
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{
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Properties
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{
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_MainTex("Albedo", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_DistortionStrength("Strength", Float) = 1.0
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_DistortionBlend("Blend", Range(0.0, 1.0)) = 0.5
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_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
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_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
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_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0
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_CameraFarFadeDistance("Camera Far Fade", Float) = 2.0
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// Hidden properties
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[HideInInspector] _Mode ("__mode", Float) = 0.0
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[HideInInspector] _FlipbookMode ("__flipbookmode", Float) = 0.0
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[HideInInspector] _LightingEnabled ("__lightingenabled", Float) = 1.0
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[HideInInspector] _DistortionEnabled ("__distortionenabled", Float) = 0.0
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[HideInInspector] _EmissionEnabled ("__emissionenabled", Float) = 0.0
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[HideInInspector] _BlendOp ("__blendop", Float) = 0.0
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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[HideInInspector] _Cull ("__cull", Float) = 2.0
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[HideInInspector] _SoftParticlesEnabled ("__softparticlesenabled", Float) = 0.0
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[HideInInspector] _CameraFadingEnabled ("__camerafadingenabled", Float) = 0.0
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[HideInInspector] _SoftParticleFadeParams ("__softparticlefadeparams", Vector) = (0,0,0,0)
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[HideInInspector] _CameraFadeParams ("__camerafadeparams", Vector) = (0,0,0,0)
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[HideInInspector] _DistortionStrengthScaled ("__distortionstrengthscaled", Float) = 0.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "IgnoreProjector"="True" "PreviewType"="Plane" "PerformanceChecks"="False" }
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BlendOp [_BlendOp]
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_Cull]
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GrabPass
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{
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Tags { "LightMode" = "Always" }
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"_GrabTexture"
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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 target 3.0
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _REQUIRE_UV2
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:vertInstancingSetup
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#pragma vertex vertParticleShadowCaster
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#pragma fragment fragParticleShadowCaster
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#include "UnityStandardParticleShadow.cginc"
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ENDCG
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}
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Pass
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{
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Name "SceneSelectionPass"
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Tags { "LightMode" = "SceneSelectionPass" }
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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 target 3.0
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#pragma shader_feature _ _ALPHATEST_ON
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#pragma shader_feature _REQUIRE_UV2
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:vertInstancingSetup
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#pragma vertex vertEditorPass
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#pragma fragment fragSceneHighlightPass
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#include "UnityStandardParticleEditor.cginc"
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ENDCG
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}
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Pass
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{
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Name "ScenePickingPass"
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Tags{ "LightMode" = "Picking" }
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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 target 3.0
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#pragma shader_feature _ _ALPHATEST_ON
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#pragma shader_feature _REQUIRE_UV2
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:vertInstancingSetup
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#pragma vertex vertEditorPass
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#pragma fragment fragScenePickingPass
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#include "UnityStandardParticleEditor.cginc"
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ENDCG
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}
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CGPROGRAM
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#pragma surface surf Standard nolightmap nometa noforwardadd keepalpha vertex:vert
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#pragma multi_compile __ SOFTPARTICLES_ON
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:vertInstancingSetup
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#pragma target 3.0
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _EMISSION
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#pragma shader_feature _FADING_ON
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#pragma shader_feature _REQUIRE_UV2
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#pragma shader_feature EFFECT_BUMP
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#include "UnityStandardParticlesEmissionMod.cginc"
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ENDCG
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}
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Fallback "VertexLit"
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CustomEditor "StandardParticlesShaderGUI"
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}
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