EDIT : Nevermind, turns out I was just being a bit stupid here, I don’t need to remove the checks, only the fade instances … ![]()
Hi,
I’m working on updating a lot of shaders to work with my curved horizon shaders, and currently, I’m now looking at particles, in particular I’m updating / optimising the current alpha blended shader by removing the soft particles factor, I’m able to get rid of most of the code, but I have one small problem I need to fix before I implement my curved shader code within, first off, the code :
For the sake of clarity, I’ve commented out the lines of code I have currently removed.
Shader "playmint/particles/Particles Alpha Blended Test" {
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" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
// #ifdef SOFTPARTICLES_ON
// o.projPos = ComputeScreenPos (o.vertex);
// COMPUTE_EYEDEPTH(o.projPos.z);
// #endif
o.color = v.color * _TintColor;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
// float _InvFade;
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
fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
}
Now, one particular section, if I remove the code, I break the shader, all other parts can be removed apart from this section, so, I suppose, my question is why, and if anyone can help me remove this without breaking the particle shader ?
I have commented out the section I’d like to remove :
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
// #ifdef SOFTPARTICLES_ON
// float4 projPos : TEXCOORD2;
// #endif
UNITY_VERTEX_OUTPUT_STEREO
};