ici_recycle_vr/Assets/LiquidVolumePro/Demos/Pouring/DemoResources/Shaders/Particle Add DIsplacement.shader
Diaconescu Andrei-Alexandru 19674bfe5d Am adaugat ICI Recycle
2025-05-26 12:54:36 +03:00

71 lines
1.7 KiB
Plaintext

Shader "Particles/Additive Displacement" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
Cull Off Lighting Off ZWrite Off
Pass {
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
sampler2D _MainTex;
half4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 projPos : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
o.pos = vertexInput.positionCS;
o.projPos = ComputeScreenPos (o.pos);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 col = i.color * _TintColor * tex2D(_MainTex, i.texcoord);
float2 disp = (i.texcoord-0.5) * 0.04 * col.a;
half3 bgColor = SampleSceneColor(i.projPos.xy / i.projPos.w + disp);
col.rgb = lerp(bgColor, col.rgb, col.a);
col.rgb += 0.1;
return col;
}
ENDHLSL
}
}
}