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

73 lines
1.6 KiB
Text

Shader "Unlit/ExplosionWave_Shader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ErodeGlow("ErodeGlow", Float) = 1
}
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;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 color : COLOR;
float erode : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _ErodeGlow;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex);
o.color = v.color;
o.erode = v.uv.z;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 tex = tex2D(_MainTex, i.uv+float2(0, _Time.y));
float erode = valueStep(tex.r, 2, i.erode);
float erodeFringe = valueStep(tex.r, 2, i.erode-_ErodeGlow);
float4 col = (erode*i.color + (erode - erodeFringe)*(5 * i.color));
return col;
}
ENDCG
}
}
}