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shaders – Particles not rendering over projectors

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shaders – Particles not rendering over projectors

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I’m utilizing projectors for shadows…When I exploit particles for bike velocity up i.e., nitro velocity the particles get cutout by these shadows….

Here is screenshot of it,

enter image description here

Here is my shader code of projectors ,

Shader "Projector/Projector Multiply Black"
{
    Properties
    {
        _ShadowTex("Cookie", 2D) = "grey" { TexGen ObjectLinear }
    _ShadowStrength("Strength",float) = 1
    }

        Subshader
    {
        Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+100" }
        Pass
    {
        ZWrite Off

        //Fog { Mode Off }

        Blend DstColor Zero

        CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#embrace "UnityCG.cginc"


        struct v2f
    {
        float4 pos : SV_POSITION;
        float2 uv_Main     : TEXCOORD0;
    };

    sampler2D _ShadowTex;
    float4x4 unity_Projector;
    float _ShadowStrength;

    v2f vert(appdata_tan v)
    {
        v2f o;


        o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

        o.uv_Main = mul(unity_Projector, v.vertex).xy;


        return o;
    }

    half4 frag(v2f i) : COLOR
    {
        half4 tex = tex2D(_ShadowTex, i.uv_Main);
        half power = (1 - tex.a*_ShadowStrength);
        tex = (power,power,power,power);
        return tex;
    }
        ENDCG

    }
    }
}

Here is my particle code,

// Simple additive particle shader.

Shader "Custom/Particle additive"
{
Properties
{
    _MainTexture ("Particle Texture (Alpha8)", 2D) = "white" {}
}

Category
{
    Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
    Blend SrcAlpha One
    Cull Off Lighting Off ZWrite Off Fog {Color (0,0,0,0)}

    BindChannels
    {
        Bind "Color", coloration
        Bind "Vertex", vertex
        Bind "TexCoord", texcoord
    }

    SubShader
    {
        Pass
        {
            SetTexture [_MainTexture]
            {
                mix major, texture * major
            }
        }
    }
}
}

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