Shader "Particles/Additive" { Properties { _TintColor ( "Tint Color" , Color) = (0.5,0.5,0.5,0.5) _MainTex ( "Particle Texture" , 2D) = "white" {} _InvFade ( "Soft Particles Factor" , Range(0.01,3.0)) = 1.0 //-------------------add---------------------- _MinX ( "Min X" , Float) = -10 _MaxX ( "Max X" , Float) = 10 _MinY ( "Min Y" , Float) = -10 _MaxY ( "Max Y" , Float) = 10 //-------------------add---------------------- } Category { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Blend SrcAlpha One AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; //-------------------add---------------------- float _MinX; float _MaxX; float _MinY; float _MaxY; //-------------------add---------------------- struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD1; #endif //-------------------add---------------------- float3 vpos : TEXCOORD2; //-------------------add---------------------- }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; //-------------------add---------------------- o.vpos = v.vertex.xyz; //-------------------add---------------------- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); 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 //-------------------add---------------------- fixed4 c =2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); c.a *= (i.vpos.x >= _MinX ); c.a *= (i.vpos.x <= _MaxX); c.a *= (i.vpos.y >= _MinY); c.a *= (i.vpos.y <= _MaxY); c.rgb *= c.a; return c; //-------------------add---------------------- } ENDCG } } } } |