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- Shader "LayaAir3D/Trail" {
- Properties {
- _MainTex("Trail Texture", 2D) = "white" {}
- _TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
-
- [HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.01
- [HideInInspector] _Cull ("__cull", Float) = 0.0
- [HideInInspector] _Mode ("__mode", Float) = 1.0
- [HideInInspector] _SrcBlend ("__src", Float) = 5.0
- [HideInInspector] _DstBlend ("__dst", Float) = 10.0
- [HideInInspector] _ZWrite("__zw", Float) = 0.0
- [HideInInspector] _ZTest("__zt", Float) = 4.0
- [HideInInspector] _RenderQueue("__rq", Float) = 3000.0
- }
- SubShader {
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
- Pass {
- Tags { "LightMode"="ForwardBase" }
-
- Blend [_SrcBlend] [_DstBlend]
- ColorMask RGB
- Cull Off Lighting On ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #pragma shader_feature ADDTIVEFOG
- #pragma multi_compile_particles
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _TintColor;
-
- struct appdata_t {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 pos : SV_POSITION;
- float4 color : COLOR;
- float2 uv : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.color = v.color;
- o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
- UNITY_TRANSFER_FOG(o,o.pos);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- float4 color = 2.0 * i.color * tex2D(_MainTex, i.uv) * _TintColor;
- #if ADDTIVEFOG
- UNITY_APPLY_FOG_COLOR(i.fogCoord, color, fixed4(0, 0, 0, 0));
- #else
- UNITY_APPLY_FOG(i.fogCoord, color);
- #endif
- //color = clamp(color, 0, 1);
- return color;
- }
- ENDCG
- }
- }
- CustomEditor "LayaEffectGUI"
- }
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