Commit d3cbc3b6 authored by 张英美's avatar 张英美

加入传送阵、寻路轨迹,扩大营地面积

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Properties
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_Distortionpower("Distortion power", Float) = 0.05
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category
{
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off}
GrabPass{ }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_particles
#include "UnityCG.cginc"
uniform sampler2D_float _CameraDepthTexture;
uniform float _InvFade;
uniform sampler2D _GrabTexture;
uniform sampler2D _NormalMap;
uniform float4 _NormalMap_ST;
uniform float _Distortionpower;
uniform float4 _GrabTexture_TexelSize;
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD3;
#endif
};
v2f vert ( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
#if UNITY_UV_STARTS_AT_TOP
half scale = -1.0;
#else
half scale = 1.0;
#endif
o.texcoord.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.texcoord.zw = o.vertex.w;
#if UNITY_SINGLE_PASS_STEREO
o.texcoord.xy = TransformStereoScreenSpaceTex(o.texcoord.xy, o.texcoord.w);
#endif
o.texcoord.z /= distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex));
o.texcoord2 = TRANSFORM_TEX( v.texcoord, _NormalMap );
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 (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
half3 tex2DNode14 = UnpackNormal(tex2D( _NormalMap, i.texcoord2));
half2 screenColor29 = tex2DNode14.rg;
half clampResult89 = (abs(tex2DNode14.r) + abs(tex2DNode14.g) * 30) - 0.03;
screenColor29 = screenColor29 * _GrabTexture_TexelSize.xy * _Distortionpower * i.color.a;
i.texcoord.xy = screenColor29 * i.texcoord.z + i.texcoord.xy;
half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.texcoord));
col.a = saturate(col.a * clampResult89);
return col;
}
ENDCG
}
}
}
}
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