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BurningEffect.shader
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BurningEffect.shader
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Shader "Custom/BurningEffect"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" { }
_NoiseTex ("Noise Texture", 2D) = "white" { }
_FireTex ("Fire Texture", 2D) = "black" { }
_Color ("Dissolve Color(only available when no Fire Texture)", Color) = (1, 1, 1, 1)
_DissolveSpeed ("Dissolve Speed", Float) = 1.0
[MaterialToggle] _Hoge ("Toggle Automatic Dissolve", int) = 0
_BurnThreshold ("Dissolve Threshold", Range(0.0, 1.0)) = 0.0
_Shininess ("Shininess", Float) = 10
[Enum(OFF, 0, FRONT, 1, BACK, 2)] _CullMode ("Cull Mode", int) = 0
}
SubShader
{
Tags { "Queue" = "Transparent" }
LOD 100
Cull[_CullMode]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex: POSITION;
float2 uv: TEXCOORD0;
};
struct v2f
{
float2 uv: TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex: SV_POSITION;
};
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _NoiseTex; uniform float4 _NoiseTex_ST;
uniform sampler2D _FireTex; uniform float4 _FireTex_ST;
uniform fixed4 _Color;
uniform int _Hoge;
uniform float _DissolveSpeed;
uniform float _ColorThreshold1;
uniform float _ColorThreshold2;
uniform float _BurnThreshold;
uniform float _Shininess;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag(v2f i): SV_Target
{
fixed4 mainTex = tex2D(_MainTex, i.uv);
float4 noiseTex = tex2D(_NoiseTex, i.uv);
fixed4 fireTex = tex2D(_FireTex, i.uv);
fireTex = lerp(_Color, fireTex, saturate(length(fireTex) * 100));
float t = lerp(_BurnThreshold, _Time.x, _Hoge);
float a = t * (_DissolveSpeed + 0.9);
float dissolve1 = noiseTex.r - a > 0;
fixed4 col = (1 - dissolve1) * fixed4(0, 0, 0, 1) + dissolve1 * fireTex * _Shininess;
float b = t * (_DissolveSpeed + 1.3);
float dissolve2 = noiseTex.r - b > 0;
col = (1 - dissolve2) * col + dissolve2 * mainTex;
float c = t * _DissolveSpeed;
if(noiseTex.r - c < 0) discard;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
Fallback "Diffuse"
}