Files
MoonlightVRC/Shader/WaterParticle.shader
DeMuenu dc939d0ef6 Add WaterParticle shader and minor water shader tweaks
Introduced a new WaterParticle shader for rendering water particles with alpha blending. Made minor formatting and calculation adjustments in Water.shader and DefaultSetup.hlsl, and updated Variables.hlsl. Added corresponding .meta files for new shader assets.
2025-09-26 20:11:49 +02:00

63 lines
1.7 KiB
Plaintext

Shader "DeMuenu/World/Hoppou/WaterParticle"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_AlphaMap ("Alpha Map", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha // normal alpha blend (not additive)
ZWrite Off
Lighting Off
Cull Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _AlphaMap;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
float alpha = tex2D(_AlphaMap, i.uv).r;
return col * alpha * i.color; // col.a drives the blend
}
ENDCG
}
}
}