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2 years ago
Shader "FluidDynamics/MatRenderer2"
{
Properties
{
_MainTex ("MainTexture", 2D) = "white" {}
}
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Tags {"Queue" = "Transparent" }
ZTest LEqual
CGPROGRAM
#include "UnityCG.cginc"
#pragma surface surf Lambert addshadow fullforwardshadows
#pragma target 4.5
float2 _Size;
#ifdef SHADER_API_D3D11
StructuredBuffer<float> _Particles;
StructuredBuffer<float4> _ColourRamp;
#endif
struct Input
{
float2 uv;
};
void surf (Input IN, inout SurfaceOutput o) {
#ifdef SHADER_API_D3D11
int x = (int)(IN.uv.x*_Size.x);
int y = (int)(IN.uv.y*_Size.y);
float4 col = _ColourRamp[clamp(_Particles[y*_Size.x + x], 0.0, 255.0)];
o.Albedo = col.rgb;
o.Alpha = col.a;
#endif
}
ENDCG
}
Fallback "Diffuse"
}