AlphaClipsafe

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m (Reverted edits by Joseph05408 (Talk); changed back to last version by Danielbrauer)
m (Text replace - "<shaderlab>" to "<syntaxhighlight lang="shaderlab">")
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== ShaderLab - AlphaBlendClipsafe.shader ==
 
== ShaderLab - AlphaBlendClipsafe.shader ==
<shaderlab>
+
<syntaxhighlight lang="shaderlab">
 
Shader "Particles/Alpha Blended Clipsafe" {
 
Shader "Particles/Alpha Blended Clipsafe" {
 
Properties {
 
Properties {
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== ShaderLab - AddClipsafe.shader ==
 
== ShaderLab - AddClipsafe.shader ==
<shaderlab>
+
<syntaxhighlight lang="shaderlab">
 
Shader "Particles/Additive Clipsafe" {
 
Shader "Particles/Additive Clipsafe" {
 
Properties {
 
Properties {

Revision as of 21:54, 17 January 2012

Note how the objects fade out as they get close to the camera

Author: Daniel Brauer

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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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>

== ShaderLab - AddClipsafe.shader ==
<syntaxhighlight lang="shaderlab">
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"
}
</shaderlab>
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