Skip to content

Instantly share code, notes, and snippets.

@bdunderscore
Last active January 1, 2021 23:20
Show Gist options
  • Save bdunderscore/3481fcb92180cde9535ee8a45f99a276 to your computer and use it in GitHub Desktop.
Save bdunderscore/3481fcb92180cde9535ee8a45f99a276 to your computer and use it in GitHub Desktop.
Instanced version of the Mobile/Particles/Additive shader
// Instanced version of the Mobile/Particles/Additive shader
// Copyright (c) 2021 bd_. MIT license
// Based on Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "bd_/MobileParticleAdditiveInstanced"
{
Properties
{
_MainTex ("Particle Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
Blend SrcAlpha One
Cull Off Lighting Off ZWrite Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#pragma multi_compile_instancing
#include "UnityCG.cginc"
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
struct appdata
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * i.color;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment