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@mandarinx
Created June 19, 2018 08:41
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Faux volumetric lighting
Shader "Phigames/Volumetric" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
[HDR]_C("Tint Color", Color) = (1,1,1,1)
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.5
_RP ("Rim Fade Power", Range(0.1, 8)) = 8
_AM ("Alpha Multiplier", Range(0,3)) = 1
_P("Fall Off Power", Range(0,10)) = 1
_FO ("Fall Off", Range(0, 10)) = 10
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One OneMinusSrcColor
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;
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
float _RP;
float _AM;
float _P;
float _FO;
float4 _C;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
// apply inverse rim color, to fade out normals away from camera
half rim = dot (normalize(ObjSpaceViewDir(v.vertex)), v.normal);
o.color = fixed4(v.color.r, v.color.g, v.color.b, v.color.a *_AM * smoothstep(1 - _RP, 1, rim));
// apply alpha fall off based on local z distance
o.color.a = clamp(o.color.a * lerp(_P,0, (v.vertex.z * -1) / _FO), 0, 1);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
half4 col = i.color * _C * tex2D(_MainTex, i.texcoord);
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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