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2.0 KiB

Shader "ScriptableRenderPipeline/LightweightPipeline/Particles/Multiply"
{
Properties
{
_MainTex("Particle Texture", 2D) = "white" {}
}
Category
{
Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "RenderPipeline" = "LightweightPipeline" "PreviewType" = "Plane"}
Blend Zero SrcColor
Cull Off Lighting Off ZWrite Off
SubShader
{
Pass
{
Tags { "LightMode" = "LightweightForward" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
};
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
half4 prev = i.color * tex2D(_MainTex, i.texcoord);
fixed4 col = lerp(half4(1,1,1,1), prev, prev.a);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1,1,1,1)); // fog towards white due to our blend mode
return col;
}
ENDCG
}
}
}
}