Created
June 19, 2018 08:41
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Faux volumetric lighting
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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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