열차 목업의 내부 확인용 프로젝트
smchoi
2024-07-24 ff74c0073046f0e086eb7d355950bda39937c92c
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//Based on unity builtin shader
 
Shader "MK/Glow/Selective/Legacy/Particles/Multiply" {
Properties {
    _Color ("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
 
    _MKGlowColor ("Glow Color", Color) = (1,1,1,1)
    _MKGlowPower ("Glow Power", Range(0.0,2.5)) = 1.0
    _MKGlowTex ("Glow Texture", 2D) = "white" {}
    _MKGlowTexColor ("Glow Texture Color", Color) = (1,1,1,1)
    _MKGlowTexStrength ("Glow Texture Strength ", Range(0.0,10.0)) = 1.0
}
 
Category {
    Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="MKGlowLegacy" "PreviewType"="Plane" }
    Blend Zero SrcColor
    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 _Color;
 
            sampler2D _MKGlowTex;
            half _MKGlowTexStrength;
            fixed4 _MKGlowTexColor;
            
            struct appdata_t {
                float4 vertex : POSITION;
                fixed4 color : COLOR;
                float2 texcoord : TEXCOORD0;
                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;
 
            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
                o.color = v.color * _Color;
                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 prev = i.color * tex2D(_MainTex, i.texcoord);
                fixed4 col = lerp(half4(1,1,1,1), prev, prev.a);
                fixed3 d = tex2D(_MKGlowTex, i.texcoord) * _MKGlowTexColor;
                col.rgb += (d.rgb * _MKGlowTexStrength);
                UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1,1,1,1)); // fog towards white due to our blend mode
                return col;
            }
            ENDCG 
        }
    }
}
}