Added things
This commit is contained in:
@ -0,0 +1,241 @@
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Shader "Hovl/Particles/Add_CenterGlow"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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_Noise("Noise", 2D) = "white" {}
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_Flow("Flow", 2D) = "white" {}
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_Mask("Mask", 2D) = "white" {}
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_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
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_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
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_Emission("Emission", Float) = 2
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_Color("Color", Color) = (0.5,0.5,0.5,1)
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[Toggle]_Usecenterglow("Use center glow?", Float) = 0
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[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
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[MaterialToggle] _Usecustomrandom ("Use Custom Random?", Float ) = 0
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_Depthpower ("Depth power", Float ) = 1
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[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
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[Enum(One,1,OneMinuSrcAlpha,6)] _Blend2 ("Blend mode subset", Float) = 1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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Category
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{
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend One[_Blend2]
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ColorMask RGB
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Cull[_CullMode]
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Lighting Off
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ZWrite Off
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ZTest LEqual
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityShaderVariables.cginc"
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#if UNITY_VERSION >= 560
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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#else
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uniform sampler2D_float _CameraDepthTexture;
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#endif
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//Don't delete this comment
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// uniform sampler2D_float _CameraDepthTexture;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float _Usecenterglow;
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uniform float4 _SpeedMainTexUVNoiseZW;
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uniform sampler2D _Flow;
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uniform float4 _DistortionSpeedXYPowerZ;
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uniform float4 _Flow_ST;
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uniform sampler2D _Mask;
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uniform float4 _Mask_ST;
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uniform sampler2D _Noise;
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uniform float4 _Noise_ST;
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uniform float4 _Color;
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uniform float _Emission;
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uniform fixed _Usedepth;
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uniform fixed _Usecustomrandom;
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uniform float _Depthpower;
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v2f vert ( appdata_t v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = v.texcoord;
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag ( v2f i ) : SV_Target
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{
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float lp = 1;
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate ((sceneZ-partZ) / _Depthpower);
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lp *= lerp(1, fade, _Usedepth);
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i.color.a *= lp;
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#endif
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float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
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float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
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float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
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float4 uv0_Flow = i.texcoord;
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uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
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float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
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float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
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float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
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float Flowpower102 = _DistortionSpeedXYPowerZ.z;
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float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
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float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
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float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
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float ur = lerp(0, i.texcoord.w, _Usecustomrandom);
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float2 panner108 = ( 1.0 * _Time.y * appendResult22 + ( uv0_Noise + ur ));
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float4 tex2DNode14 = tex2D( _Noise, panner108 );
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float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a );
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float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
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float4 clampResult38 = clamp( ( tex2DNode33 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
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float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
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fixed4 col = ( lerp(temp_output_30_0,( temp_output_30_0 * clampResult40 ),_Usecenterglow) * _Emission );
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,1));
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return col;
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}
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ENDCG
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}
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}
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}
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}
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Assets/Arts/Hovl Studio/Toon Projectiles 2/Shaders/Add_CenterGlow.shader.meta
generated
Normal file
9
Assets/Arts/Hovl Studio/Toon Projectiles 2/Shaders/Add_CenterGlow.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
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@ -0,0 +1,245 @@
|
||||
Shader "Hovl/Particles/Blend_CenterGlow"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_Noise("Noise", 2D) = "white" {}
|
||||
_Flow("Flow", 2D) = "white" {}
|
||||
_Mask("Mask", 2D) = "white" {}
|
||||
_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
|
||||
_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
|
||||
_Emission("Emission", Float) = 2
|
||||
_Color("Color", Color) = (0.5,0.5,0.5,1)
|
||||
_Opacity("Opacity", Range( 0 , 3)) = 1
|
||||
[Toggle]_Usecenterglow("Use center glow?", Float) = 0
|
||||
[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
|
||||
_Depthpower ("Depth power", Float ) = 1
|
||||
[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
}
|
||||
|
||||
Category
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Cull[_CullMode]
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if UNITY_VERSION >= 560
|
||||
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
|
||||
#else
|
||||
uniform sampler2D_float _CameraDepthTexture;
|
||||
#endif
|
||||
|
||||
//Don't delete this comment
|
||||
// uniform sampler2D_float _CameraDepthTexture;
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _Usecenterglow;
|
||||
uniform float4 _SpeedMainTexUVNoiseZW;
|
||||
uniform sampler2D _Flow;
|
||||
uniform float4 _DistortionSpeedXYPowerZ;
|
||||
uniform float4 _Flow_ST;
|
||||
uniform sampler2D _Mask;
|
||||
uniform float4 _Mask_ST;
|
||||
uniform sampler2D _Noise;
|
||||
uniform float4 _Noise_ST;
|
||||
uniform float4 _Color;
|
||||
uniform float _Emission;
|
||||
uniform float _Opacity;
|
||||
uniform fixed _Usedepth;
|
||||
uniform float _Depthpower;
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
v.vertex.xyz += float3( 0, 0, 0 ) ;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
o.projPos = ComputeScreenPos (o.vertex);
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
#endif
|
||||
o.color = v.color;
|
||||
o.texcoord = v.texcoord;
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag ( v2f i ) : SV_Target
|
||||
{
|
||||
float lp = 1;
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
||||
float fade = saturate ((sceneZ-partZ) / _Depthpower);
|
||||
lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
||||
#endif
|
||||
|
||||
float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
|
||||
float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
|
||||
float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
|
||||
float3 uv0_Flow = i.texcoord.xyz;
|
||||
uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
|
||||
float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
|
||||
float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
|
||||
float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
|
||||
float Flowpower102 = _DistortionSpeedXYPowerZ.z;
|
||||
float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
|
||||
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
|
||||
float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||||
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise);
|
||||
float4 tex2DNode14 = tex2D( _Noise, panner108 );
|
||||
float3 temp_output_78_0 = (( tex2DNode13 * tex2DNode14 * _Color * i.color )).rgb;
|
||||
float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
|
||||
float4 clampResult38 = tex2DNode33 - temp_cast_0;
|
||||
float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
||||
float4 appendResult87 = (float4(( lerp(temp_output_78_0,( temp_output_78_0 * (clampResult40).rgb ),_Usecenterglow) * _Emission ) , ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a * _Opacity )));
|
||||
fixed4 col = appendResult87;
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
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ASEEND*/
|
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//CHKSM=2C2AF11BAD8C4FA3B304EF2019556266F5F43326
|
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Assets/Arts/Hovl Studio/Toon Projectiles 2/Shaders/Blend_CenterGlow.shader.meta
generated
Normal file
9
Assets/Arts/Hovl Studio/Toon Projectiles 2/Shaders/Blend_CenterGlow.shader.meta
generated
Normal file
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||||
Shader "Hovl/Particles/Blend_TwoSides"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Cutoff( "Mask Clip Value", Float ) = 0.5
|
||||
_MainTex("Main Tex", 2D) = "white" {}
|
||||
_Mask("Mask", 2D) = "white" {}
|
||||
_Noise("Noise", 2D) = "white" {}
|
||||
_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
|
||||
_FrontFacesColor("Front Faces Color", Color) = (0,0.2313726,1,1)
|
||||
_BackFacesColor("Back Faces Color", Color) = (0.1098039,0.4235294,1,1)
|
||||
_Emission("Emission", Float) = 2
|
||||
[Toggle]_UseFresnel("Use Fresnel?", Float) = 1
|
||||
[Toggle]_SeparateFresnel("SeparateFresnel", Float) = 0
|
||||
_SeparateEmission("Separate Emission", Float) = 2
|
||||
_FresnelColor("Fresnel Color", Color) = (1,1,1,1)
|
||||
_Fresnel("Fresnel", Float) = 1
|
||||
_FresnelEmission("Fresnel Emission", Float) = 1
|
||||
[Toggle]_UseCustomData("Use Custom Data?", Float) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] _tex4coord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "TransparentCutout" "Queue" = "Transparent+0" "IsEmissive" = "true" "PreviewType"="Plane" }
|
||||
Cull Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
CGPROGRAM
|
||||
#include "UnityShaderVariables.cginc"
|
||||
//#pragma target 3.0
|
||||
#pragma surface surf Unlit keepalpha noshadow
|
||||
#undef TRANSFORM_TEX
|
||||
#define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
|
||||
struct Input
|
||||
{
|
||||
float3 worldPos;
|
||||
float3 worldNormal;
|
||||
float3 viewDir;
|
||||
float4 vertexColor : COLOR;
|
||||
float2 uv_texcoord;
|
||||
float4 uv_tex4coord;
|
||||
};
|
||||
|
||||
uniform float _SeparateFresnel;
|
||||
uniform float _UseFresnel;
|
||||
uniform float4 _FrontFacesColor;
|
||||
uniform float _Fresnel;
|
||||
uniform float _FresnelEmission;
|
||||
uniform float4 _FresnelColor;
|
||||
uniform float4 _BackFacesColor;
|
||||
uniform float _Emission;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float4 _SpeedMainTexUVNoiseZW;
|
||||
uniform float _SeparateEmission;
|
||||
uniform sampler2D _Mask;
|
||||
uniform float4 _Mask_ST;
|
||||
uniform sampler2D _Noise;
|
||||
uniform float4 _Noise_ST;
|
||||
uniform float _UseCustomData;
|
||||
uniform float _Cutoff = 0.5;
|
||||
|
||||
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
|
||||
{
|
||||
return half4 ( 0, 0, 0, s.Alpha );
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float3 ase_worldPos = i.worldPos;
|
||||
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
|
||||
float3 ase_worldNormal = i.worldNormal;
|
||||
float fresnelNdotV95 = dot( ase_worldNormal, ase_worldViewDir );
|
||||
float fresnelNode95 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV95, _Fresnel ) );
|
||||
float dotResult87 = dot( ase_worldNormal , i.viewDir );
|
||||
float4 lerpResult91 = lerp( lerp(_FrontFacesColor,( ( _FrontFacesColor * ( 1.0 - fresnelNode95 ) ) + ( _FresnelEmission * _FresnelColor * fresnelNode95 ) ),_UseFresnel) , _BackFacesColor , (1.0 + (sign( dotResult87 ) - -1.0) * (0.0 - 1.0) / (1.0 - -1.0)));
|
||||
float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
|
||||
float4 tex2DNode105 = tex2D( _MainTex, ( uv0_MainTex + ( appendResult21 * _Time.y ) ) );
|
||||
o.Emission = lerp(( lerpResult91 * _Emission * i.vertexColor * i.vertexColor.a * tex2DNode105 ),( ( lerpResult91 + ( _FresnelColor * tex2DNode105 * _SeparateEmission ) ) * _Emission * i.vertexColor * i.vertexColor.a ),_SeparateFresnel).rgb;
|
||||
o.Alpha = 1;
|
||||
float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw;
|
||||
float4 uv0_Noise = i.uv_tex4coord;
|
||||
uv0_Noise.xy = i.uv_tex4coord.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||||
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
|
||||
clip( ( tex2D( _Mask, uv_Mask ) * tex2D( _Noise, ( (uv0_Noise).xy + ( _Time.y * appendResult22 ) + uv0_Noise.w ) ) * lerp(1.0,uv0_Noise.z,_UseCustomData) ).r - _Cutoff );
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
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|
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ASEEND*/
|
||||
//CHKSM=91A18620E85D389A5025600A91D9217F3130E590
|
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Assets/Arts/Hovl Studio/Toon Projectiles 2/Shaders/Blend_TwoSides.shader.meta
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Assets/Arts/Hovl Studio/Toon Projectiles 2/Shaders/Blend_TwoSides.shader.meta
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assetBundleVariant:
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|
||||
Shader "Hovl/Particles/DissolveNoise"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_TextureNoise("Texture Noise", 2D) = "white" {}
|
||||
_Dissolvenoise("Dissolve noise", 2D) = "white" {}
|
||||
_NoisespeedXYEmissonZPowerW("Noise speed XY / Emisson Z / Power W", Vector) = (0.5,0,2,1)
|
||||
_DissolvespeedXY("Dissolve speed XY", Vector) = (0,0,0,0)
|
||||
_Maincolor("Main color", Color) = (0.7609469,0.8547776,0.9433962,1)
|
||||
_Noisecolor("Noise color", Color) = (0.2470588,0.3012382,0.3607843,1)
|
||||
_Dissolvecolor("Dissolve color", Color) = (1,1,1,1)
|
||||
[Toggle]_Usetexturecolor("Use texture color", Float) = 0
|
||||
[Toggle]_Usetexturedissolve("Use texture dissolve", Float) = 0
|
||||
_Opacity("Opacity", Range( 0 , 1)) = 1
|
||||
[Toggle] _Usedepth ("Use depth?", Float ) = 0
|
||||
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
}
|
||||
|
||||
Category
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 ase_texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 ase_texcoord3 : TEXCOORD3;
|
||||
};
|
||||
|
||||
#if UNITY_VERSION >= 560
|
||||
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
|
||||
#else
|
||||
uniform sampler2D_float _CameraDepthTexture;
|
||||
#endif
|
||||
|
||||
//Don't delete this comment
|
||||
// uniform sampler2D_float _CameraDepthTexture;
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _InvFade;
|
||||
uniform float _Usedepth;
|
||||
uniform float4 _NoisespeedXYEmissonZPowerW;
|
||||
uniform float _Usetexturecolor;
|
||||
uniform float4 _Maincolor;
|
||||
uniform float4 _Noisecolor;
|
||||
uniform sampler2D _TextureNoise;
|
||||
uniform sampler2D _Dissolvenoise;
|
||||
uniform float4 _Dissolvenoise_ST;
|
||||
uniform float4 _TextureNoise_ST;
|
||||
uniform float _Usetexturedissolve;
|
||||
uniform float4 _DissolvespeedXY;
|
||||
uniform float4 _Dissolvecolor;
|
||||
uniform float _Opacity;
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
o.ase_texcoord3.xyz = v.ase_texcoord1.xyz;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord3.w = 0;
|
||||
|
||||
v.vertex.xyz += float3( 0, 0, 0 ) ;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
o.projPos = ComputeScreenPos (o.vertex);
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
#endif
|
||||
o.color = v.color;
|
||||
o.texcoord = v.texcoord;
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag ( v2f i ) : SV_Target
|
||||
{
|
||||
float lp = 1;
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
||||
float fade = saturate (_InvFade * (sceneZ-partZ));
|
||||
lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
||||
#endif
|
||||
|
||||
float Emission59 = _NoisespeedXYEmissonZPowerW.z;
|
||||
float2 appendResult38 = (float2(_NoisespeedXYEmissonZPowerW.x , _NoisespeedXYEmissonZPowerW.y));
|
||||
float3 uv1_Dissolvenoise = i.ase_texcoord3.xyz;
|
||||
uv1_Dissolvenoise.xy = i.ase_texcoord3.xyz.xy * _Dissolvenoise_ST.xy + _Dissolvenoise_ST.zw;
|
||||
float W120 = uv1_Dissolvenoise.z;
|
||||
float4 uv0_TextureNoise = i.texcoord;
|
||||
uv0_TextureNoise.xy = i.texcoord.xy * _TextureNoise_ST.xy + _TextureNoise_ST.zw;
|
||||
float2 panner39 = ( 1.0 * _Time.y * appendResult38 + ( W120 + float2( 0.2,0.4 ) + (uv0_TextureNoise).xy ));
|
||||
float Noisepower63 = _NoisespeedXYEmissonZPowerW.w;
|
||||
float4 temp_cast_0 = (Noisepower63).xxxx;
|
||||
float4 clampResult11 = clamp( ( pow( tex2D( _TextureNoise, panner39 ) , temp_cast_0 ) * Noisepower63 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
||||
float4 lerpResult8 = lerp( _Maincolor , _Noisecolor , clampResult11);
|
||||
float2 appendResult109 = (float2(_DissolvespeedXY.x , _DissolvespeedXY.y));
|
||||
float2 panner111 = ( 1.0 * _Time.y * appendResult109 + ( (uv1_Dissolvenoise).xy + W120 ));
|
||||
float4 tex2DNode91 = tex2D( _Dissolvenoise, panner111 );
|
||||
float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex );
|
||||
float mainTexr123 = tex2DNode4.r;
|
||||
float temp_output_88_0 = step( lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) , uv0_TextureNoise.z );
|
||||
float4 temp_output_93_0 = ( lerpResult8 * ( 1.0 - temp_output_88_0 ) );
|
||||
float clampResult87 = clamp( ( (-4.0 + (( (-0.65 + (( 1.0 - uv0_TextureNoise.z ) - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)) + lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) ) - 0.0) * (7.0 - -4.0) / (1.0 - 0.0)) * 3.0 ) , 0.0 , 1.0 );
|
||||
float4 lerpResult92 = lerp( lerp(temp_output_93_0,( temp_output_93_0 * tex2DNode4 ),_Usetexturecolor) , lerp(_Dissolvecolor,( _Dissolvecolor * tex2DNode4 ),_Usetexturecolor) , ( clampResult87 * temp_output_88_0 ));
|
||||
float clampResult99 = clamp( (-15.0 + (( lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) + (-0.65 + (uv0_TextureNoise.w - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)) ) - 0.0) * (15.0 - -15.0) / (1.0 - 0.0)) , 0.0 , 1.0 );
|
||||
float4 appendResult2 = (float4((( Emission59 * lerpResult92 * i.color )).rgb , ( i.color.a * tex2DNode4.a * clampResult99 * _Opacity )));
|
||||
|
||||
fixed4 col = appendResult2;
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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Node;AmplifyShaderEditor.RegisterLocalVarNode;123;-1081.101,483.4396;Float;False;mainTexr;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;124;-2849.281,366.0172;Float;False;123;mainTexr;1;0;OBJECT;0;False;1;FLOAT;0
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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//CHKSM=1CE1EE6B6A3D0D28DFE1537BFEC0A364D30C2704
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Category
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SubShader
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Lighting Off
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ZWrite Off
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CGPROGRAM
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uniform sampler2D_float _CameraDepthTexture;
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uniform sampler2D _GrabTexture;
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uniform sampler2D _NormalMap;
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uniform float4 _NormalMap_ST;
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uniform float _Distortionpower;
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uniform float4 _GrabTexture_TexelSize;
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struct appdata_t
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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float4 projPos : TEXCOORD3;
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#endif
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};
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v2f vert ( appdata_t v )
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v2f o;
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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half scale = -1.0;
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#else
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half scale = 1.0;
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#endif
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o.texcoord.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.texcoord.zw = o.vertex.w;
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#if UNITY_SINGLE_PASS_STEREO
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o.texcoord.xy = TransformStereoScreenSpaceTex(o.texcoord.xy, o.texcoord.w);
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#endif
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o.texcoord.z /= distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex));
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o.texcoord2 = TRANSFORM_TEX( v.texcoord, _NormalMap );
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return o;
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}
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fixed4 frag ( v2f i ) : SV_Target
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color.a *= fade;
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#endif
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half3 tex2DNode14 = UnpackNormal(tex2D( _NormalMap, i.texcoord2));
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half2 screenColor29 = tex2DNode14.rg;
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half clampResult89 = (abs(tex2DNode14.r) + abs(tex2DNode14.g) * 30) - 0.03;
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screenColor29 = screenColor29 * _GrabTexture_TexelSize.xy * _Distortionpower * i.color.a;
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i.texcoord.xy = screenColor29 * i.texcoord.z + i.texcoord.xy;
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half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.texcoord));
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col.a = saturate(col.a * clampResult89);
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return col;
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}
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ENDCG
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}
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}
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}
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}
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//CHKSM=E071BF2A900CD0332D04C068E64CF91BB363761C
|
9
Assets/Arts/Hovl Studio/Toon Projectiles 2/Shaders/Distortion.shader.meta
generated
Normal file
9
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Normal file
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Reference in New Issue
Block a user