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

73 lines
1.5 KiB
Text

Shader "Unlit/ParticleDot_Shader"
{
Properties
{
[HDR]
_Color("Color", Color)=(1, 0, 0, 1)
_Rad("Radius", Float)=1
_Density("Density", Range(-10, 1))=1
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha One
Cull Off
ZWrite Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 vertexColor : COLOR;
};
float4 _Color;
float _Rad;
float _Density;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColor = v.vertexColor;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
_Rad*=2;
float2 centeredUV = i.uv + float2(-0.5, -0.5);
float circle = length(centeredUV*_Rad);
circle = 1-smoothstep(min(1, _Density), 1, circle);
return float4(_Color.rgb, circle*i.vertexColor.a);
}
ENDCG
}
}
}