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additive particle shader

hey

At the moment I'm using the particles/additive shader in a material to be used with a particle effect I'm making. However I want to make this shader not effected by fog. I know how to do that but I can't find the shader code for the particles/additive shader. I've downloaded some of the shader codes from this webpage but none of the ones I've download have the shader code for particles/additive. (I've tried unity 4, 3.5.7 and 3 shaders). Is there a place if any where I can get the code for this shader.

Thanks

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asked Dec 31, 2012 at 10:41 PM

SP0KK0 gravatar image

SP0KK0
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2 answers: sort voted first

I have the Particles/Additive shader in the package I downloaded, but I don't remember the exact place I got it from...

Anyways, here you go:

Shader "Particles/Additive" {
Properties {
    _TintColor ("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
}

Category {
    Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
    Blend SrcAlpha One
    AlphaTest Greater .01
    ColorMask RGB
    Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
    BindChannels {
        Bind "Color", color
        Bind "Vertex", vertex
        Bind "TexCoord", texcoord
    }

    // ---- Fragment program cards
    SubShader {
        Pass {

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_particles

            #include "UnityCG.cginc"

            sampler2D _MainTex;
            fixed4 _TintColor;

            struct appdata_t {
                float4 vertex : POSITION;
                fixed4 color : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f {
                float4 vertex : POSITION;
                fixed4 color : COLOR;
                float2 texcoord : TEXCOORD0;
                #ifdef SOFTPARTICLES_ON
                float4 projPos : TEXCOORD1;
                #endif
            };

            float4 _MainTex_ST;

            v2f vert (appdata_t v)
            {
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                #ifdef SOFTPARTICLES_ON
                o.projPos = ComputeScreenPos (o.vertex);
                COMPUTE_EYEDEPTH(o.projPos.z);
                #endif
                o.color = v.color;
                o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
                return o;
            }

            sampler2D _CameraDepthTexture;
            float _InvFade;

            fixed4 frag (v2f i) : COLOR
            {
                #ifdef SOFTPARTICLES_ON
                float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
                float partZ = i.projPos.z;
                float fade = saturate (_InvFade * (sceneZ-partZ));
                i.color.a *= fade;
                #endif

                return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
            }
            ENDCG 
        }
    }   

    // ---- Dual texture cards
    SubShader {
        Pass {
            SetTexture [_MainTex] {
                constantColor [_TintColor]
                combine constant * primary
            }
            SetTexture [_MainTex] {
                combine texture * previous DOUBLE
            }
        }
    }

    // ---- Single texture cards (does not do color tint)
    SubShader {
        Pass {
            SetTexture [_MainTex] {
                combine texture * primary
            }
        }
    }
}
}
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answered Dec 31, 2012 at 11:04 PM

Piflik gravatar image

Piflik
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(At least in Unity 3.5.6) "particles/additive" is called "Particle Add.shader" in the "DefaultResources" folder. http://unity3d.com/unity/download/archive

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answered Dec 31, 2012 at 11:07 PM

jogo13 gravatar image

jogo13
596 1 4

cheers guys, thanks, that's just what I needed

Dec 31, 2012 at 11:09 PM SP0KK0
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asked: Dec 31, 2012 at 10:41 PM

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Last Updated: Dec 31, 2012 at 11:09 PM