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DisplayFactMakeNormal.anim.meta

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  • RainShader.shader 4.40 KiB
    //
    // Rain Maker (c) 2015 Digital Ruby, LLC
    // http://www.digitalruby.com
    //
    
    Shader "Custom/RainShader"
    {
        Properties
    	{
    		_MainTex ("Color (RGB) Alpha (A)", 2D) = "gray" {}
    		_TintColor ("Tint Color (RGB)", Color) = (1, 1, 1, 1)
    		_PointSpotLightMultiplier ("Point/Spot Light Multiplier", Range (0, 10)) = 2
    		_DirectionalLightMultiplier ("Directional Light Multiplier", Range (0, 10)) = 1
    		_InvFade ("Soft Particles Factor", Range(0.01, 100.0)) = 1.0
    		_AmbientLightMultiplier ("Ambient light multiplier", Range(0, 1)) = 0.25
        }
    
        SubShader
    	{
            Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "LightMode"="Vertex" }
    		LOD 100
    
            Pass
    		{
    			ZWrite Off
    			Cull Back
                Lighting On     
    			AlphaTest Greater 0.01
    			ColorMask RGB
    			Blend SrcAlpha OneMinusSrcAlpha
    
                CGPROGRAM
    
                #pragma multi_compile_particles
                #pragma vertex vert
                #pragma fragment frag
    			#pragma fragmentoption ARB_precision_hint_fastest
    
                #include "UnityCG.cginc"
    			#include "Lighting.cginc"
    
    			fixed4 _TintColor;
    			float _DirectionalLightMultiplier;
    			float _PointSpotLightMultiplier;
    			float _AmbientLightMultiplier;
    
    			#if defined(SOFTPARTICLES_ON)
    			float _InvFade;
    			#endif
    
    			struct appdata_t
    			{
    				float4 vertex : POSITION;
    				fixed4 color : COLOR;
    				float2 texcoord : TEXCOORD0;
    			};
    
    		    struct v2f
                {
                    half2 uv_MainTex : TEXCOORD0;
                    fixed4 color : COLOR0;
                    float4 pos : SV_POSITION;
    				#if defined(SOFTPARTICLES_ON)
                    float4 projPos : TEXCOORD1;
                    #endif
                };
    
    			float3 ApplyLight(int index, float3 lightColor, float3 viewPos)
    			{
    				fixed3 currentLightColor = unity_LightColor[index].rgb;
    				float4 lightPos = unity_LightPosition[index];
    
    				if (lightPos.w == 0)
    				{
    					// directional light, the lightPos is actually the direction of the light
    					// for some weird reason, Unity seems to change the directional light position based on the vertex,
    					// this hack seems to compensate for that
    					lightPos = mul(lightPos, UNITY_MATRIX_V);
    
    					// depending on how the directional light is pointing, reduce the intensity (which goes to 0 as it goes below the horizon)
    					fixed multiplier = clamp((lightPos.y * 2) + 1, 0, 1);
    					return lightColor + (currentLightColor * multiplier * _DirectionalLightMultiplier);
    				}
    				else
    				{
    					float3 toLight = lightPos.xyz - viewPos;
    	                fixed lengthSq = dot(toLight, toLight);
    	                fixed atten = 1.0 / (1.0 + (lengthSq * unity_LightAtten[index].z));
    					return lightColor + (currentLightColor * atten * _PointSpotLightMultiplier);
    				}
    			}
     
                fixed4 LightForVertex(float4 vertex)
                {
                    float3 viewPos = UnityObjectToViewPos(vertex).xyz;
                    fixed3 lightColor = UNITY_LIGHTMODEL_AMBIENT.rgb * _AmbientLightMultiplier;
    
    				lightColor = ApplyLight(0, lightColor, viewPos);
    				lightColor = ApplyLight(1, lightColor, viewPos);
    				lightColor = ApplyLight(2, lightColor, viewPos);
    				lightColor = ApplyLight(3, lightColor, viewPos);
    
                    return fixed4(lightColor, 1);
                }
     
                float4 _MainTex_ST;
     
                v2f vert(appdata_t v)
                {
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);
                    o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
                    o.color = LightForVertex(v.vertex) * v.color * _TintColor;
    
    				// o.color = v.color * _TintColor; // temp if you want to disable lighting
    
    				// make sure the alpha scales down with the light
    				o.color *= (min(o.color.rgb, _TintColor.a).r / _TintColor.a);
    
    				#if defined(SOFTPARTICLES_ON)
                    o.projPos = ComputeScreenPos(o.pos);
                    COMPUTE_EYEDEPTH(o.projPos.z);
                    #endif
    
                    return o; 
                }
    			
    			#if defined(SOFTPARTICLES_ON)
    			sampler2D _CameraDepthTexture;
    			#endif
    			
    			sampler2D _MainTex;
      
                fixed4 frag (v2f i) : COLOR
    			{
    				#if defined(SOFTPARTICLES_ON)
    				float sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
    				float partZ = i.projPos.z;
    				i.color.a *= saturate(_InvFade * (sceneZ - partZ));
    				#endif
    
    				return tex2D(_MainTex, i.uv_MainTex) * i.color;
                }
                ENDCG
            }
        }
     
        Fallback "Particles/Alpha Blended"
    }