AlphaClipsafe
Author: Daniel Brauer
Contents |
Description
These versions of the built-in alpha blended and additive shaders fade out as vertices come within Fade Start Distance from the near clip plane, which needs to be set in the material. The result is a smooth transition to the near clipping plane rather than simply disappearing or being cut off.
Usage
Use for additive or alpha blended particles or convex geometry that are likely to be very close to the camera. Aside from fading when they get close to the camera, they will behave exactly like the built-in shader.
ShaderLab - AlphaBlendClipsafe.shader
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4cs, 6502acme, 6502kickass, 6502tasm, 68000devpac, abap, actionscript, actionscript3, ada, algol68, apache, applescript, apt_sources, asm, asp, autoconf, autohotkey, autoit, avisynth, awk, bascomavr, bash, basic4gl, bf, bibtex, blitzbasic, bnf, boo, c, c_loadrunner, c_mac, caddcl, cadlisp, cfdg, cfm, chaiscript, cil, clojure, cmake, cobol, coffeescript, cpp, cpp-qt, csharp, css, cuesheet, d, dcs, delphi, diff, div, dos, dot, e, ecmascript, eiffel, email, epc, erlang, euphoria, f1, falcon, fo, fortran, freebasic, fsharp, gambas, gdb, genero, genie, gettext, glsl, gml, gnuplot, go, groovy, gwbasic, haskell, hicest, hq9plus, html4strict, html5, icon, idl, ini, inno, intercal, io, j, java, java5, javascript, jquery, kixtart, klonec, klonecpp, latex, lb, lisp, llvm, locobasic, logtalk, lolcode, lotusformulas, lotusscript, lscript, lsl2, lua, m68k, magiksf, make, mapbasic, matlab, mirc, mmix, modula2, modula3, mpasm, mxml, mysql, newlisp, nsis, oberon2, objc, objeck, ocaml, ocaml-brief, oobas, oracle11, oracle8, oxygene, oz, pascal, pcre, per, perl, perl6, pf, php, php-brief, pic16, pike, pixelbender, pli, plsql, postgresql, povray, powerbuilder, powershell, proftpd, progress, prolog, properties, providex, purebasic, pycon, python, q, qbasic, rails, rebol, reg, robots, rpmspec, rsplus, ruby, sas, scala, scheme, scilab, sdlbasic, smalltalk, smarty, sql, systemverilog, tcl, teraterm, text, thinbasic, tsql, typoscript, unicon, uscript, vala, vb, vbnet, verilog, vhdl, vim, visualfoxpro, visualprolog, whitespace, whois, winbatch, xbasic, xml, xorg_conf, xpp, yaml, z80, zxbasic
Shader "Particles/Alpha Blended Clipsafe" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_FadeDistance ("Fade Start Distance", float) = 0.5
}
SubShader {
Tags { "Queue" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest Greater .01
ColorMask RGB
Lighting Off
ZWrite Off
Fog { Color (0,0,0,0) }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_builtin
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
uniform float4 _MainTex_ST,
_TintColor;
uniform float _FadeDistance;
struct appdata_vert {
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
float4 color : COLOR;
};
uniform sampler2D _MainTex;
struct v2f {
V2F_POS_FOG;
float2 uv;
float4 color;
};
v2f vert (appdata_vert v) {
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
float4 viewPos = mul(glstate.matrix.modelview[0], v.vertex);
float alpha = (-viewPos.z - _ProjectionParams.y)/_FadeDistance;
alpha = min(alpha, 1);
o.color = float4(v.color.rgb, v.color.a*alpha);
o.color *= _TintColor*2;
return o;
}
float4 frag (v2f i) : COLOR {
half4 texcol = tex2D( _MainTex, i.uv );
return texcol*i.color;
}
ENDCG
}
}
Fallback "Particles/Alpha Blended"
}
ShaderLab - AddClipsafe.shader
Invalid language.
You need to specify a language like this: <source lang="html4strict">...</source>
Supported languages for syntax highlighting:
4cs, 6502acme, 6502kickass, 6502tasm, 68000devpac, abap, actionscript, actionscript3, ada, algol68, apache, applescript, apt_sources, asm, asp, autoconf, autohotkey, autoit, avisynth, awk, bascomavr, bash, basic4gl, bf, bibtex, blitzbasic, bnf, boo, c, c_loadrunner, c_mac, caddcl, cadlisp, cfdg, cfm, chaiscript, cil, clojure, cmake, cobol, coffeescript, cpp, cpp-qt, csharp, css, cuesheet, d, dcs, delphi, diff, div, dos, dot, e, ecmascript, eiffel, email, epc, erlang, euphoria, f1, falcon, fo, fortran, freebasic, fsharp, gambas, gdb, genero, genie, gettext, glsl, gml, gnuplot, go, groovy, gwbasic, haskell, hicest, hq9plus, html4strict, html5, icon, idl, ini, inno, intercal, io, j, java, java5, javascript, jquery, kixtart, klonec, klonecpp, latex, lb, lisp, llvm, locobasic, logtalk, lolcode, lotusformulas, lotusscript, lscript, lsl2, lua, m68k, magiksf, make, mapbasic, matlab, mirc, mmix, modula2, modula3, mpasm, mxml, mysql, newlisp, nsis, oberon2, objc, objeck, ocaml, ocaml-brief, oobas, oracle11, oracle8, oxygene, oz, pascal, pcre, per, perl, perl6, pf, php, php-brief, pic16, pike, pixelbender, pli, plsql, postgresql, povray, powerbuilder, powershell, proftpd, progress, prolog, properties, providex, purebasic, pycon, python, q, qbasic, rails, rebol, reg, robots, rpmspec, rsplus, ruby, sas, scala, scheme, scilab, sdlbasic, smalltalk, smarty, sql, systemverilog, tcl, teraterm, text, thinbasic, tsql, typoscript, unicon, uscript, vala, vb, vbnet, verilog, vhdl, vim, visualfoxpro, visualprolog, whitespace, whois, winbatch, xbasic, xml, xorg_conf, xpp, yaml, z80, zxbasic
Shader "Particles/Additive Clipsafe" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_FadeDistance ("Fade Start Distance", float) = 0.5
}
SubShader {
Tags { "Queue" = "Transparent" }
Blend SrcAlpha One
AlphaTest Greater .01
ColorMask RGB
Lighting Off
ZWrite Off
Fog { Color (0,0,0,0) }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_builtin
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
uniform float4 _MainTex_ST,
_TintColor;
uniform float _FadeDistance;
struct appdata_vert {
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
float4 color : COLOR;
};
uniform sampler2D _MainTex;
struct v2f {
V2F_POS_FOG;
float2 uv;
float4 color;
};
v2f vert (appdata_vert v) {
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
float4 viewPos = mul(glstate.matrix.modelview[0], v.vertex);
float alpha = (-viewPos.z - _ProjectionParams.y)/_FadeDistance;
alpha = min(alpha, 1);
o.color = float4(v.color.rgb, v.color.a*alpha);
o.color *= _TintColor*2;
return o;
}
float4 frag (v2f i) : COLOR {
half4 texcol = tex2D( _MainTex, i.uv );
return texcol*i.color;
}
ENDCG
}
}
Fallback "Particles/Additive"
}