SAIMA/Assets//Shader/灰尘/Pixel_My.shader
GrassTE 5e1076735a 制作灰尘
1.制作了马蹄底部行走时会产生的灰尘
2.制作了可破坏的障碍破碎市的灰尘,直接做成爆炸状了

建议:
在马撞碎障碍物时建议加入短暂卡顿,类似于动作游戏卡肉增加力量感。
2022-08-22 03:05:00 +08:00

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Shader "my/Additive Color" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_PixelSize("Pixel Size", Range(1,256)) = 64 //转化后的像素大小
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha One
ColorMask RGB
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 _TintColor;
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_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
float _PixelSize;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
fixed4 frag (v2f i) : SV_Target
{
float ratioX = (int)(i.texcoord.x * _PixelSize) / _PixelSize;
float ratioY = (int)(i.texcoord.y * _PixelSize) / _PixelSize;
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, float2(ratioX, ratioY));
col.a = saturate(col.a); // alpha should not have double-brightness applied to it, but we can't fix that legacy behavior without breaking everyone's effects, so instead clamp the output to get sensible HDR behavior (case 967476)
return col;
}
ENDCG
}
}
}
}