Shader "VFX_Klaus/Fx_Hit&Slash_add" { Properties { _Main_Tex("Main_Tex", 2D) = "white" {} _Emission_Power("Emission_Power", Float) = 1 [HideInInspector] _texcoord("", 2D) = "white" {} } Category { SubShader { LOD 0 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } Blend SrcAlpha One ColorMask RGB Cull Off Lighting Off ZWrite Off ZTest LEqual Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID float4 k_texcoord1 : TEXCOORD1; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD2; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 k_texcoord3 : TEXCOORD3; }; #if UNITY_VERSION >= 560 UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); #else uniform sampler2D_float _CameraDepthTexture; #endif uniform sampler2D _Main_Tex; uniform float _Emission_Power; uniform float4 _Main_Tex_ST; v2f vert(appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); o.k_texcoord3 = v.k_texcoord1; v.vertex.xyz += float3(0, 0, 0); o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos(o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; o.texcoord = v.texcoord; UNITY_TRANSFER_FOG(o,o.vertex); return o; } 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(i.k_texcoord3.w * (sceneZ - partZ)); i.color.a *= fade; #endif float2 uv0_Main_Tex = i.texcoord.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw; float2 uv_Main_Tex = i.texcoord.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw; float4 tex2DResult = tex2D(_Main_Tex, (uv0_Main_Tex + (tex2D(_Main_Tex, uv_Main_Tex).b * i.k_texcoord3.z))); float clampResult = clamp(((i.k_texcoord3.x * -1.0 * i.k_texcoord3.y) + ((tex2DResult.g + (1.0 - i.k_texcoord3.x)) - 0.0) * (1.0 - (i.k_texcoord3.x * -1.0 * i.k_texcoord3.y)) / (((i.k_texcoord3.x * 0.1) + 1.0) - 0.0)) , 0.0 , 1.0); fixed4 col = (tex2DResult.r * i.color * clampResult * _Emission_Power); UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } } }