Shader "Eric/URP_AlphaBlendFlow" { 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) [Header(Vertex Distort)] [Toggle(_VERTEX_DISTORT_ON)] _UseVertexDistort("Enable Vertex Distort", Float) = 0 _DistortStrength("Vertex Strength", Range(0, 0.5)) = 0.0 _DistortSpeed("Vertex Speed", Float) = 1.0 _DistortFrequency("Vertex Frequency", Float) = 2.0 } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline" "PreviewType"="Plane" } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; float3 normalOS : NORMAL; float4 color : COLOR; }; struct Varyings { float4 positionCS : SV_POSITION; float4 screenPos : TEXCOORD1; float2 uv : TEXCOORD0; float3 normalWS : TEXCOORD3; float3 viewDirWS : TEXCOORD4; float4 color : COLOR; }; CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST, _DissolveTex_ST, _DistortionMap_ST, _OverlayTex_ST; half4 _TintColor, _FlowSpeed, _DistortionSpeed, _FresnelColor, _DissolveEdgeColor, _OverlayColor, _OverlayFlowSpeed; half _Brightness, _FresnelWidth, _FresnelIntensity, _DistortStrength, _DistortSpeed, _DistortFrequency, _DistortionPower, _DissolveAmount, _VertexAlphaRef, _DissolveEdgeWidth, _FresnelType, _SoftParticlesFadeDistance; CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_DissolveTex); SAMPLER(sampler_DissolveTex); TEXTURE2D(_DistortionMap); SAMPLER(sampler_DistortionMap); TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); Varyings vert(Attributes input) { Varyings output; float3 wPos = TransformObjectToWorld(input.positionOS.xyz); #ifdef _VERTEX_DISTORT_ON input.positionOS.xyz += input.normalOS * sin(_Time.y * (float)_DistortSpeed + (wPos.x + wPos.y + wPos.z) * (float)_DistortFrequency) * (float)_DistortStrength; #endif output.positionCS = TransformObjectToHClip(input.positionOS.xyz); output.screenPos = ComputeScreenPos(output.positionCS); output.uv = input.uv; output.color = input.color; output.normalWS = TransformObjectToWorldNormal(input.normalOS); output.viewDirWS = GetWorldSpaceViewDir(wPos); return output; } half4 frag(Varyings input) : SV_Target { float softFade = 1.0; #ifdef _SOFTPARTICLES_ON float2 screenUV = input.screenPos.xy / max(0.0001, input.screenPos.w); float rawDepth = SampleSceneDepth(screenUV); float sceneZ, partZ; if (IsPerspectiveProjection()) { sceneZ = LinearEyeDepth(rawDepth, _ZBufferParams); partZ = input.screenPos.w; } 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 = input.positionCS.z / input.positionCS.w; #if UNITY_REVERSED_Z partZ = _ProjectionParams.y + (1.0 - partZ) * (_ProjectionParams.z - _ProjectionParams.y); #else partZ = _ProjectionParams.y + partZ * (_ProjectionParams.z - _ProjectionParams.y); #endif } softFade = saturate((sceneZ - partZ) / max(0.01, _SoftParticlesFadeDistance)); #endif half2 uvOff = (SAMPLE_TEXTURE2D(_DistortionMap, sampler_DistortionMap, input.uv * _DistortionMap_ST.xy + _DistortionMap_ST.zw + _DistortionSpeed.xy * _Time.y).rg * 2.0h - 1.0h) * _DistortionPower; half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv * _MainTex_ST.xy + _MainTex_ST.zw + _FlowSpeed.xy * _Time.y + (float2)uvOff); half4 over = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, input.uv * _OverlayTex_ST.xy + _OverlayTex_ST.zw + _OverlayFlowSpeed.xy * _Time.y + (float2)uvOff) * _OverlayColor; half dAmt = _DissolveAmount; #ifdef _USEPARTICLEALPHADISSOLVE_ON dAmt = saturate(_DissolveAmount + (1.0h - saturate(input.color.a / max(0.001h, _VertexAlphaRef)))); #endif half dVal = SAMPLE_TEXTURE2D(_DissolveTex, sampler_DissolveTex, input.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 * 100.0h); half3 fresnelRGB = 0; half fAlphaMul = 1.0h; #ifdef _FRESNEL_ON half fPower = max(0.1h, 15.1h - _FresnelWidth); half fNormal = pow(1.0h - saturate(abs(dot(normalize(input.normalWS), normalize(input.viewDirWS)))), fPower); half2 uvD = min(input.uv, 1.0h - input.uv); half fEff = lerp(fNormal, pow(saturate(1.0h - min(uvD.x, uvD.y) * 2.0h), fPower), step(0.5h, _FresnelType)); #ifdef _FRESNEL_MASK_ON fAlphaMul = fEff; #endif fresnelRGB = _FresnelColor.rgb * fEff * _FresnelIntensity; #endif half3 baseRGB = tex.rgb * _TintColor.rgb * input.color.rgb * over.rgb * _Brightness * fAlphaMul; half alpha = tex.a * _TintColor.a * over.a * fAlphaMul * softFade; half3 finalRGB = ((baseRGB + fresnelRGB) * dMask) + (_DissolveEdgeColor.rgb * eMask); half finalAlpha = saturate((alpha * dMask) + eMask); #ifndef _USEPARTICLEALPHADISSOLVE_ON finalAlpha *= input.color.a; #endif return half4(finalRGB, finalAlpha); } ENDHLSL Pass { Name "Back" Cull Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma shader_feature _SOFTPARTICLES_ON #pragma shader_feature _FRESNEL_ON #pragma shader_feature _FRESNEL_MASK_ON #pragma shader_feature _USEPARTICLEALPHADISSOLVE_ON #pragma shader_feature _VERTEX_DISTORT_ON ENDHLSL } } }