Shader "Eric/BuiltIn_AdditiveFlow" { Properties { [MainTexture] _MainTex("Main Texture", 2D) = "white" {} [HDR] _TintColor("Tint Color", Color) = (1, 1, 1, 1) _FlowSpeed("MainTex Flow Speed", Vector) = (0, 0, 0, 0) _Brightness("Brightness Boost", Float) = 1.0 [Header(Soft Particles)] [Toggle(_SOFTPARTICLES_ON)] _SoftParticlesEnabled("Enable Soft Particles", Float) = 0 _SoftParticlesFadeDistance("Fade Distance", Range(0.01, 10.0)) = 1.0 [Header(UV Distortion)] _DistortionMap("Distortion Map", 2D) = "white" {} _DistortionPower("Distortion Power", Range(0, 1)) = 0 _DistortionSpeed("Distortion Speed", Vector) = (0, 0, 0, 0) [Header(Fresnel Rim Light)] [Toggle(_FRESNEL_ON)] _UseFresnel("Enable Fresnel", Float) = 0 [Enum(Normal Based, 0, UV Based, 1)] _FresnelType("Fresnel Type", Float) = 0 [HDR] _FresnelColor("Fresnel Color", Color) = (1, 1, 0, 1) _FresnelIntensity("Fresnel Intensity", Float) = 5.0 _FresnelWidth("Fresnel Width", Range(0.1, 15.0)) = 5.0 [Toggle(_FRESNEL_MASK_ON)] _FresnelMasksTexture("Use Fresnel as Texture Mask", Float) = 0 [Header(Dissolve)] [Toggle(_USEPARTICLEALPHADISSOLVE_ON)] _UseAlphaDissolve("Use Alpha as Dissolve", Float) = 0 _DissolveTex("Dissolve Texture", 2D) = "white" {} _DissolveAmount("Dissolve Amount", Range(0, 1)) = 0.0 _VertexAlphaRef("Alpha Ref", Range(0.01, 1.0)) = 1.0 [HDR] _DissolveEdgeColor("Dissolve Edge Color", Color) = (1, 0, 0, 1) _DissolveEdgeWidth("Dissolve Edge Width", Range(0, 0.2)) = 0.05 [Header(Overlay)] _OverlayTex("Overlay Texture", 2D) = "white" {} [HDR] _OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) _OverlayFlowSpeed("Overlay Flow Speed", Vector) = (0, 0, 0, 0) } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" "PreviewType" = "Plane" } Pass { Cull Off ZWrite Off Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #pragma shader_feature _SOFTPARTICLES_ON #pragma shader_feature _FRESNEL_ON #pragma shader_feature _FRESNEL_MASK_ON #pragma shader_feature _USEPARTICLEALPHADISSOLVE_ON #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; float4 color : COLOR; }; struct v2f { float4 pos : SV_POSITION; float4 projPos : TEXCOORD1; float2 uv : TEXCOORD0; float3 normalWS : TEXCOORD3; float3 viewDirWS : TEXCOORD4; float4 color : COLOR; }; sampler2D _MainTex, _DissolveTex, _DistortionMap, _OverlayTex, _CameraDepthTexture; float4 _MainTex_ST, _DissolveTex_ST, _DistortionMap_ST, _OverlayTex_ST; half4 _TintColor, _FlowSpeed, _DistortionSpeed, _FresnelColor, _DissolveEdgeColor, _OverlayColor, _OverlayFlowSpeed; half _Brightness, _FresnelWidth, _FresnelIntensity, _DistortionPower, _DissolveAmount, _VertexAlphaRef, _DissolveEdgeWidth, _FresnelType, _SoftParticlesFadeDistance; v2f vert(appdata v) { v2f o; float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.pos = UnityObjectToClipPos(v.vertex); o.projPos = ComputeScreenPos(o.pos); COMPUTE_EYEDEPTH(o.projPos.z); o.uv = v.uv; o.color = v.color; o.normalWS = UnityObjectToWorldNormal(v.normal); o.viewDirWS = _WorldSpaceCameraPos.xyz - worldPos; return o; } half4 frag(v2f i) : SV_Target { float softFade = 1.0; #ifdef _SOFTPARTICLES_ON float rawDepth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)); float sceneZ, partZ; if (unity_OrthoParams.w == 0) { sceneZ = LinearEyeDepth(rawDepth); partZ = i.projPos.z; } else { #if UNITY_REVERSED_Z sceneZ = _ProjectionParams.y + (1.0 - rawDepth) * (_ProjectionParams.z - _ProjectionParams.y); #else sceneZ = _ProjectionParams.y + rawDepth * (_ProjectionParams.z - _ProjectionParams.y); #endif partZ = i.projPos.z; } softFade = saturate((sceneZ - partZ) / max(0.01, _SoftParticlesFadeDistance)); #endif half2 uvOff = (tex2D(_DistortionMap, i.uv * _DistortionMap_ST.xy + _DistortionMap_ST.zw + _DistortionSpeed.xy * _Time.y).rg * 2.0 - 1.0) * _DistortionPower; half4 tex = tex2D(_MainTex, i.uv * _MainTex_ST.xy + _MainTex_ST.zw + _FlowSpeed.xy * _Time.y + uvOff); half4 over = tex2D(_OverlayTex, i.uv * _OverlayTex_ST.xy + _OverlayTex_ST.zw + _OverlayFlowSpeed.xy * _Time.y + uvOff) * _OverlayColor; half dAmt = _DissolveAmount; #ifdef _USEPARTICLEALPHADISSOLVE_ON dAmt = saturate(_DissolveAmount + (1.0 - saturate(i.color.a / max(0.001, _VertexAlphaRef)))); #endif half dVal = tex2D(_DissolveTex, i.uv * _DissolveTex_ST.xy + _DissolveTex_ST.zw).r; half dMask = step(dAmt, dVal) * tex.a; half eMask = saturate(step(dAmt - _DissolveEdgeWidth, dVal) - step(dAmt, dVal)) * tex.a * saturate(dAmt * 100.0); half3 rgb = tex.rgb * _TintColor.rgb * i.color.rgb * over.rgb * _Brightness; half alpha = tex.a * _TintColor.a * i.color.a * over.a * softFade; #ifdef _FRESNEL_ON half fPower = max(0.1, 15.1 - _FresnelWidth); half fEff = pow(1.0 - saturate(abs(dot(normalize(i.normalWS), normalize(i.viewDirWS)))), fPower); #ifdef _FRESNEL_MASK_ON rgb *= fEff; alpha *= fEff; #endif rgb += _FresnelColor.rgb * fEff * _FresnelIntensity; #endif half3 finalRGB = (rgb * dMask + _DissolveEdgeColor.rgb * eMask) * alpha; return half4(finalRGB, 1.0); } ENDCG } } }