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@kodai100
Created August 28, 2018 06:07
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Billboard shader for Kvant Spray : https://github.com/keijiro/KvantSpray
//
// Transparent unlit shader for Spray
//
// Vertex format:
// position.xyz = vertex position
// texcoord.xy = uv for GPGPU buffers
//
// Position buffer format:
// .xyz = particle position
// .w = life (+0.5 -> -0.5)
//
// Rotation buffer format:
// .xyzw = particle rotation
//
Shader "Kvant/Spray/Billboard"
{
Properties
{
_PositionBuffer ("-", 2D) = "black"{}
_RotationBuffer ("-", 2D) = "red"{}
[Enum(Add, 0, AlphaBlend, 1)]
_BlendMode ("-", Float) = 0
[KeywordEnum(Single, Animate, Random)]
_ColorMode ("-", Float) = 0
[HDR] _Color ("-", Color) = (1, 1, 1, 1)
[HDR] _Color2 ("-", Color) = (0.5, 0.5, 0.5, 1)
_MainTex ("-", 2D) = "white"{}
_ScaleMin ("-", Float) = 1
_ScaleMax ("-", Float) = 1
_RandomSeed ("-", Float) = 0
}
CGINCLUDE
#pragma shader_feature _COLORMODE_RANDOM
#pragma shader_feature _MAINTEX
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Common.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
half _BlendMode;
struct appdata
{
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f
{
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD;
half4 color : COLOR;
};
v2f vert(appdata v)
{
float4 uv = float4(v.texcoord1.xy + _BufferOffset, 0, 0);
float4 p = tex2Dlod(_PositionBuffer, uv);
float4 r = tex2Dlod(_RotationBuffer, uv);
float l = p.w + 0.5;
float s = calc_scale(uv, l);
//v.vertex.xyz = rotate_vector(v.vertex.xyz, r);
v2f o;
o.position = mul(UNITY_MATRIX_P,
mul(UNITY_MATRIX_MV, float4(p.xyz, 1.0))
+ float4(v.vertex.x, v.vertex.y, 0, 0.0)
* float4(s, s, 1.0, 1.0));
o.texcoord = TRANSFORM_TEX(v.texcoord0, _MainTex);
o.color = calc_color(uv, l);
return o;
}
half4 frag(v2f i) : SV_Target
{
half4 c = i.color;
c *= tex2D(_MainTex, i.texcoord);
return c;
}
ENDCG
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
CustomEditor "Kvant.SprayUnlitMaterialEditor"
}
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