FiE-Game/Assets/Cinematic Effects/BloomBeta/Resources/UltimateFlareMeshShader.shader

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// Unlit alpha-blended shader.
// - no lighting
// - no lightmap support
// - no per-material color
Shader "Hidden/Ultimate/FlareMesh" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "black" {}
_BrightTexture ("Base (RGB) Trans (A)", 2D) = "black" {}
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
Cull Off
ZWrite Off
Blend SrcAlpha One
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma glsl
#include "UnityCG.cginc"
float4x4 _FlareProj;
half _Intensity;
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
half3 color : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BrightTexture;
v2f vert (appdata_full v)
{
v2f o;
//o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex = mul(_FlareProj, v.vertex);
o.texcoord = v.texcoord;
half3 bloom = tex2Dlod(_BrightTexture, float4(v.texcoord1.xy,0,0) ).xyz;
o.color = bloom * _Intensity;
half intensity = dot(half3(0.3,0.3,0.3), o.color.xyz);
if (intensity < 0.001)
o.vertex = half4(-10000,-10000,0.0,1.0);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
col.xyz *= i.color.xyz;
return col;
}
ENDCG
}
}
}