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2026-07-04 01:48:39 +08:00

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Shader "IndianOcean/AbyssGlowParticle"
{
// 深渊荧光粒子 Shader
// 加法混合 + Queue 3200(在 DarknessOverlay 的 3100 之后渲染)
// 不受乘法黑暗遮罩影响,在纯黑虚空中也能发光
// 程序化软圆点,不需要贴图
//
// 使用方式:
// 1. 创建材质,选此 shader
// 2. 材质赋给 ParticleSystem 的 Renderer > Material
// 3. 粒子贴图留空(程序化圆点),用 Vertex Color 控制颜色/透明度
Properties
{
_Color ("颜色", Color) = (1.0, 0.85, 0.4, 1.0)
_Softness ("柔和度(边缘渐变宽度)", Range(0.01, 1.0)) = 0.5
_Intensity ("亮度倍数", Range(0.1, 5.0)) = 1.0
}
SubShader
{
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent+200"
"RenderPipeline" = "UniversalPipeline"
}
// alpha 加法混合:finalColor = src.rgb * src.a + dst.rgb
// 粒子在黑暗遮罩之后渲染,直接往画面上加光
Blend SrcAlpha One
ZWrite Off
ZTest LEqual
Cull Off
Pass
{
Name "AbyssGlow"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR; // 粒子系统顶点色(含生命周期 alpha)
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float _Softness;
float _Intensity;
CBUFFER_END
Varyings vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = input.uv;
output.color = input.color;
return output;
}
half4 frag(Varyings input) : SV_Target
{
// 程序化软圆点:UV 中心 (0.5,0.5) 到边缘的距离
float2 center = float2(0.5, 0.5);
float dist = distance(input.uv, center);
float softCircle = 1.0 - smoothstep(_Softness * 0.5, 0.5, dist);
softCircle = max(0.0, softCircle);
// 颜色 = 材质色 × 粒子顶点色 × 亮度 × 软圆形状
float3 col = _Color.rgb * input.color.rgb * _Intensity;
float alpha = softCircle * input.color.a;
return half4(col, alpha);
}
ENDHLSL
}
}
FallBack Off
}