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@rngtm
Created January 9, 2020 14:53
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TEXCOORD0.zで2値化するParticleSystem用シェーダー。 Unity2017.4.24f1で動作確認済み
Shader "Custom/Particles/Alpha Blended - Clamp(TEXCOORD0.z)" {
Properties{
_MainTex("Grayscale Texture", 2D) = "white" {}
}
Category{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
Blend SrcAlpha OneMinusSrcAlpha // Alpha Blended
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 texcoord2 : TEXCOORD1;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.texcoord2.xy = v.texcoord.zw; // Copy TEXCOORD0.zw
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 texColor = i.color * tex2D(_MainTex, i.texcoord);
fixed4 col = i.color * step(i.texcoord2.x, texColor.r);
col.rgb *= col.a;
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
return col;
}
ENDCG
}
}
}
}
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