2023-09-17 06:37:55 +00:00
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#ifndef POI_SPAWN_IN_FRAG
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#define POI_SPAWN_FRAG
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#ifndef SPAWN_IN_VARIABLES
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#define SPAWN_IN_VARIABLES
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float3 _SpawnInGradientStart;
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float3 _SpawnInGradientFinish;
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fixed _SpawnInAlpha;
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fixed _SpawnInNoiseIntensity;
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float3 _SpawnInEmissionColor;
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float _SpawnInEmissionOffset;
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float _SpawnInVertOffset;
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float _SpawnInVertOffsetOffset;
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float _EnableScifiSpawnIn;
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#endif
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float calculateGradientValueVert(float3 start, float3 finish, float3 localPos)
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{
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return inverseLerp3(start, finish, localPos);
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}
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void applySpawnInVert(inout float4 worldPos, inout float4 localPos, float2 uv)
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{
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if (_EnableScifiSpawnIn)
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{
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float noise = 0;
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float gradient = calculateGradientValueVert(_SpawnInGradientStart, _SpawnInGradientFinish, localPos.xyz);
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float inverseGradient = 1 - gradient;
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float alpha = gradient - _SpawnInAlpha - noise;
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worldPos.xyz += saturate(inverseGradient + _SpawnInAlpha + _SpawnInVertOffsetOffset -1) * float3(0, _SpawnInVertOffset, 0);
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localPos.xyz = mul(unity_WorldToObject, worldPos).xyz;
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}
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}
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#endif
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