98 lines
2.3 KiB
Text
98 lines
2.3 KiB
Text
Shader "Unlit/ExplosionErosion_Shader"
|
|
{
|
|
Properties
|
|
{
|
|
_Tex("Texture", 2D)="white"{}
|
|
_Alpha("Alpha texture", 2D)="white"{}
|
|
_Smoke1("Smoke color 1", Color)=(1, 0, 0, 1)
|
|
_Smoke2("Smoke color 2", Color)=(0, 1, 0, 1)
|
|
[HDR]
|
|
_Fire("Fire color", Color)=(1, 1, 0, 1)
|
|
_AlphaProgress("Alpha progress", Range(0, 1)) = 0
|
|
_FireProgress("Fire progress", Range(0, 2)) = 0
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
Zwrite Off
|
|
LOD 100
|
|
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
// make fog work
|
|
#pragma multi_compile_fog
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "Assets/Materials/myInclude.cginc"
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
float4 uv : TEXCOORD0;
|
|
float4 color : COLOR;
|
|
float4 custom : TEXCOORD1;
|
|
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float2 uv : TEXCOORD0;
|
|
UNITY_FOG_COORDS(1)
|
|
float4 vertex : SV_POSITION;
|
|
float4 color : COLOR;
|
|
float age : TEXCOORD1;
|
|
float erode : TEXCOORD2;
|
|
float fire : TEXCOORD3;
|
|
};
|
|
|
|
sampler2D _Tex;
|
|
float4 _Tex_ST;
|
|
sampler2D _Alpha;
|
|
float4 _Alpha_ST;
|
|
|
|
float _FireProgress;
|
|
float _AlphaProgress;
|
|
float4 _Smoke1;
|
|
float4 _Smoke2;
|
|
float4 _Fire;
|
|
|
|
float fireWidth = .25f;
|
|
|
|
v2f vert (appdata v)
|
|
{
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.uv = v.uv.xy;
|
|
o.color = v.color;
|
|
o.age = v.uv.z;
|
|
o.erode = v.custom.x;
|
|
o.fire = v.custom.y;
|
|
UNITY_TRANSFER_FOG(o,o.vertex);
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag (v2f i) : SV_Target
|
|
{
|
|
_FireProgress = i.fire*2;
|
|
|
|
float4 tex = tex2D(_Tex, i.uv);
|
|
|
|
float4 baseColor = lerp(_Smoke1, _Smoke2, smoothstep(0, .5f, tex.r));
|
|
float4 fireColor = _Fire * max(_FireProgress/2, tex.g* valueStep(tex.g, 2, 1-pow(1-_FireProgress, 3)));
|
|
|
|
baseColor += fireColor;
|
|
|
|
_AlphaProgress = i.erode;
|
|
float4 alpha = tex2D(_Alpha, i.uv);
|
|
alpha *= valueStep(tex.b, 2, _AlphaProgress);
|
|
|
|
return fixed4(baseColor.rgb, alpha.r);
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|