CD-ROOM/Assets/Particles/Explosion/ExplosionErosion_Shader.shader
Gerard Gascón 341a877b4a init
2025-04-24 17:37:25 +02:00

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
}
}
}