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2026-06-07 22:59:32 +08:00

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Shader "TrailsFX/Effect/Laser" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_LaserData("Laser Data", Vector) = (0.1, 20, 0.1)
_Cull ("Cull", Int) = 2
}
SubShader
{
Tags { "Queue"="Transparent+101" "RenderType"="Transparent" }
Pass
{
Stencil {
Ref 2
ReadMask 2
Comp NotEqual
Pass replace
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull [_Cull]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap
#include "UnityCG.cginc"
#pragma target 3.5
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 pos : SV_POSITION;
float3 vertex : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
#define _Colors_arr Props
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v, uint vid : SV_VertexID)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.vertex = v.vertex;
return o;
}
float3 _LaserData;
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
fixed4 col = UNITY_ACCESS_INSTANCED_PROP(_Colors_arr, _Colors);
float seq = (abs(i.vertex.y) + _LaserData.x * 0.5) % _LaserData.x;
seq = 1.0 - saturate(abs(seq - _LaserData.x * 0.5) * _LaserData.y);
seq *= (col.a % _LaserData.z)> (_LaserData.z * 0.5);
col *= seq;
return col;
}
ENDCG
}
}
}