2026-05-21 스킬예측(진행중)
This commit is contained in:
281
Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader
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281
Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader
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Shader "Hovl/Particles/AddTrail"
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{
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Properties
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{
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_MainTexture("MainTexture", 2D) = "white" {}
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_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
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_StartColor("StartColor", Color) = (1,0,0,1)
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_EndColor("EndColor", Color) = (1,1,0,1)
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_Colorpower("Color power", Float) = 1
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_Colorrange("Color range", Float) = 1
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_Noise("Noise", 2D) = "white" {}
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_Emission("Emission", Float) = 2
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[Toggle]_Usedark("Use dark", Float) = 1
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[Toggle]_Mask("Mask", Float) = 0
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_Maskpower("Mask power", Float) = 10
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[MaterialToggle] _Usedepth ("Use depth?", 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) = 2
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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 SrcAlpha OneMinusSrcAlpha
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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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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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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 float4 _StartColor;
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uniform float4 _EndColor;
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uniform float _Colorrange;
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uniform float _Colorpower;
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uniform float _Emission;
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uniform float _Usedark;
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uniform sampler2D _MainTexture;
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uniform float4 _SpeedMainTexUVNoiseZW;
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uniform float4 _MainTexture_ST;
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uniform sampler2D _Noise;
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uniform float4 _Noise_ST;
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uniform float _Mask;
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uniform float _Maskpower;
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uniform fixed _Usedepth;
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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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UNITY_SETUP_INSTANCE_ID( i );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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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 uv01 = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
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float U6 = uv01.x;
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float4 lerpResult3 = lerp( _StartColor , _EndColor , saturate( pow( ( U6 * _Colorrange ) , _Colorpower ) ));
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float4 temp_cast_0 = (1.0).xxxx;
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float2 appendResult32 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
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float3 uv0_MainTexture = i.texcoord.xyz;
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uv0_MainTexture.xy = i.texcoord.xyz.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
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float4 Main57 = tex2D( _MainTexture, ( float3( ( appendResult32 * _Time.y ) , 0.0 ) + uv0_MainTexture + uv0_MainTexture.z ).xy );
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float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
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float2 appendResult29 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
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float clampResult44 = clamp( ( pow( ( 1.0 - U6 ) , 0.8 ) * 1.0 ) , 0.2 , 0.6 );
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float4 temp_cast_3 = (U6).xxxx;
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float4 Dissolve49 = saturate( ( ( tex2D( _Noise, ( uv0_Noise + ( _Time.y * appendResult29 ) ) ) + clampResult44 ) - temp_cast_3 ) );
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float V17 = uv01.y;
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float4 temp_output_51_0 = ( i.color.a * Main57 * Dissolve49 * saturate( ( (1.0 + (U6 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) * (1.0 + (V17 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) * V17 * 6.0 * lerp(1.0,( U6 * _Maskpower ),_Mask) ) ) );
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float4 appendResult92 = (float4((( ( lerpResult3 * i.color * _Emission ) * lerp(temp_cast_0,temp_output_51_0,_Usedark) )).rgb , temp_output_51_0.r));
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fixed4 col = appendResult92;
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UNITY_APPLY_FOG(i.fogCoord, col);
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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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WireConnection;103;1;101;0
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WireConnection;37;0;33;0
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WireConnection;37;1;56;0
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WireConnection;37;2;56;3
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WireConnection;47;0;45;0
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WireConnection;47;1;41;0
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WireConnection;100;1;103;0
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WireConnection;97;0;47;0
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WireConnection;21;0;18;0
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WireConnection;9;0;7;0
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WireConnection;9;1;8;0
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WireConnection;19;0;20;0
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WireConnection;2;1;37;0
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WireConnection;57;0;2;0
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WireConnection;22;0;19;0
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WireConnection;22;1;21;0
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WireConnection;22;2;18;0
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WireConnection;22;3;23;0
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WireConnection;22;4;100;0
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WireConnection;10;0;9;0
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WireConnection;10;1;12;0
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WireConnection;49;0;97;0
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WireConnection;96;0;22;0
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WireConnection;98;0;10;0
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WireConnection;51;0;15;4
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WireConnection;51;1;58;0
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WireConnection;51;2;50;0
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WireConnection;51;3;96;0
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WireConnection;3;0;4;0
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WireConnection;3;1;5;0
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WireConnection;3;2;98;0
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WireConnection;99;0;53;0
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WireConnection;99;1;51;0
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WireConnection;14;0;3;0
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WireConnection;14;2;16;0
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WireConnection;54;0;14;0
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WireConnection;54;1;99;0
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WireConnection;93;0;54;0
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WireConnection;92;0;93;0
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WireConnection;92;3;51;0
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WireConnection;38;0;1;0
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WireConnection;94;0;92;0
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ASEEND*/
|
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//CHKSM=3132C082A0FC43B6B258894D65CC5B29C8204273
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16
Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader.meta
Normal file
16
Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader.meta
Normal file
@@ -0,0 +1,16 @@
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fileFormatVersion: 2
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guid: 1bc9b14ff230e2242b248daff64546f6
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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||||
serializedVersion: 1
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productId: 315729
|
||||
packageName: BIG Projectiles bundle
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packageVersion: 3.1
|
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assetPath: Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader
|
||||
uploadId: 883376
|
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316
Assets/Hovl Studio/HSFiles/Shaders/BlendDistort.shader
Normal file
316
Assets/Hovl Studio/HSFiles/Shaders/BlendDistort.shader
Normal file
@@ -0,0 +1,316 @@
|
||||
// Made with Amplify Shader Editor v1.9.1.8
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Hovl/Particles/BlendDistort"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_Noise("Noise", 2D) = "white" {}
|
||||
_Flow("Flow", 2D) = "white" {}
|
||||
_Mask("Mask", 2D) = "white" {}
|
||||
_NormalMap("NormalMap", 2D) = "bump" {}
|
||||
_Color("Color", Color) = (0.5,0.5,0.5,1)
|
||||
_Distortionpower("Distortion power", Float) = 0
|
||||
_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
|
||||
[Toggle]_Opacitysaturate("Opacity saturate", Float) = 0
|
||||
_Opacity("Opacity", Float) = 1
|
||||
[Toggle]_Usedepth("Use depth?", Float) = 1
|
||||
[Toggle]_Softedges("Soft edges", Float) = 0
|
||||
_Sideopacitymult("Side opacity mult", Float) = 5
|
||||
_Depthpower("Depth power", Float) = 1
|
||||
[Enum(Both,0,Back,1,Front,2)]_Cull("Render Face", Float) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
|
||||
Cull [_Cull]
|
||||
GrabPass{ }
|
||||
CGPROGRAM
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
#pragma target 3.5
|
||||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
|
||||
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex);
|
||||
#else
|
||||
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex)
|
||||
#endif
|
||||
#pragma surface surf Unlit alpha:fade 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
|
||||
{
|
||||
float4 uv_texcoord;
|
||||
float4 screenPos;
|
||||
float4 vertexColor : COLOR;
|
||||
float3 worldNormal;
|
||||
float3 viewDir;
|
||||
};
|
||||
|
||||
uniform float _Cull;
|
||||
uniform float _Opacitysaturate;
|
||||
ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture )
|
||||
uniform sampler2D _NormalMap;
|
||||
uniform float4 _SpeedMainTexUVNoiseZW;
|
||||
uniform float4 _NormalMap_ST;
|
||||
uniform float _Distortionpower;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
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 float _Softedges;
|
||||
uniform float _Usedepth;
|
||||
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
|
||||
uniform float4 _CameraDepthTexture_TexelSize;
|
||||
uniform float _Depthpower;
|
||||
uniform float _Sideopacitymult;
|
||||
|
||||
|
||||
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
|
||||
{
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
float scale = -1.0;
|
||||
#else
|
||||
float scale = 1.0;
|
||||
#endif
|
||||
float4 o = pos;
|
||||
o.y = pos.w * 0.5f;
|
||||
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
|
||||
{
|
||||
return half4 ( 0, 0, 0, s.Alpha );
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
|
||||
float4 uvs_NormalMap = i.uv_texcoord;
|
||||
uvs_NormalMap.xy = i.uv_texcoord.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
|
||||
float2 panner146 = ( 1.0 * _Time.y * appendResult22 + uvs_NormalMap.xy);
|
||||
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
|
||||
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ase_screenPos );
|
||||
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
||||
float4 screenColor132 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,( float4( UnpackScaleNormal( tex2D( _NormalMap, panner146 ), _Distortionpower ) , 0.0 ) + ase_grabScreenPosNorm ).xy);
|
||||
float3 temp_output_128_0 = (screenColor132).rgb;
|
||||
float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
|
||||
float4 uvs_MainTex = i.uv_texcoord;
|
||||
uvs_MainTex.xy = i.uv_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uvs_MainTex.xy);
|
||||
float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
|
||||
float4 uvs_Flow = i.uv_texcoord;
|
||||
uvs_Flow.xy = i.uv_texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
|
||||
float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uvs_Flow).xy);
|
||||
float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw;
|
||||
float Flowpower102 = _DistortionSpeedXYPowerZ.z;
|
||||
float4 tex2DNode13 = tex2D( _MainTex, ( float4( panner107, 0.0 , 0.0 ) - ( ( tex2D( _Flow, panner110 ) * tex2D( _Mask, uv_Mask ) ) * Flowpower102 ) ).rg );
|
||||
float4 uvs_Noise = i.uv_texcoord;
|
||||
uvs_Noise.xy = i.uv_texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||||
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uvs_Noise.xy);
|
||||
float2 appendResult160 = (float2(uvs_Flow.w , 0.0));
|
||||
float4 tex2DNode14 = tex2D( _Noise, ( panner108 + appendResult160 ) );
|
||||
float temp_output_88_0 = ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.vertexColor.a * _Opacity );
|
||||
float4 temp_output_51_0 = ( ( tex2DNode13 * tex2DNode14 * _Color * i.vertexColor ) * _Emission * temp_output_88_0 );
|
||||
float3 temp_output_140_0 = (temp_output_51_0).rgb;
|
||||
float W158 = uvs_Flow.z;
|
||||
float3 lerpResult157 = lerp( ( temp_output_128_0 + temp_output_140_0 ) , ( temp_output_128_0 * temp_output_140_0 ) , W158);
|
||||
o.Emission = (( _Opacitysaturate )?( temp_output_51_0 ):( float4( lerpResult157 , 0.0 ) )).rgb;
|
||||
float temp_output_151_0 = saturate( temp_output_88_0 );
|
||||
float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
|
||||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||||
float screenDepth134 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy ));
|
||||
float distanceDepth134 = abs( ( screenDepth134 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _Depthpower ) );
|
||||
float3 ase_worldNormal = i.worldNormal;
|
||||
float dotResult163 = dot( ase_worldNormal , i.viewDir );
|
||||
float temp_output_185_0 = ( pow( dotResult163 , 3.0 ) * _Sideopacitymult );
|
||||
float lerpResult181 = lerp( temp_output_185_0 , (0.0 + (temp_output_185_0 - 0.0) * (1.0 - 0.0) / (-1.0 - 0.0)) , (1.0 + (sign( dotResult163 ) - -1.0) * (0.0 - 1.0) / (1.0 - -1.0)));
|
||||
float clampResult186 = clamp( lerpResult181 , 0.0 , 1.0 );
|
||||
o.Alpha = (( _Opacitysaturate )?( saturate( (( _Softedges )?( ( (( _Usedepth )?( ( temp_output_151_0 * saturate( distanceDepth134 ) ) ):( temp_output_151_0 )) * clampResult186 ) ):( (( _Usedepth )?( ( temp_output_151_0 * saturate( distanceDepth134 ) ) ):( temp_output_151_0 )) )) ) ):( (( _Softedges )?( ( (( _Usedepth )?( ( temp_output_151_0 * saturate( distanceDepth134 ) ) ):( temp_output_151_0 )) * clampResult186 ) ):( (( _Usedepth )?( ( temp_output_151_0 * saturate( distanceDepth134 ) ) ):( temp_output_151_0 )) )) ));
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
/*ASEBEGIN
|
||||
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|
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Node;AmplifyShaderEditor.Vector4Node;99;-3968.293,619.481;Float;False;Property;_DistortionSpeedXYPowerZ;Distortion Speed XY Power Z;8;0;Create;True;0;0;0;False;0;False;0,0,0,0;0,-0.3,-0.42,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;166;349.7334,390.7799;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ToggleSwitchNode;165;508.7849,304.1036;Float;False;Property;_Softedges;Soft edges;13;0;Create;True;0;0;0;False;0;False;0;True;2;0;FLOAT;1;False;1;FLOAT;0;False;1;FLOAT;0
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WireConnection;88;1;14;4
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WireConnection;88;3;32;4
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WireConnection;190;0;165;0
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WireConnection;157;0;133;0
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WireConnection;157;1;156;0
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WireConnection;157;2;159;0
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ASEEND*/
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//CHKSM=470CA7E6D11669F3EFBB696EA1F84BE9DB1115C1
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17
Assets/Hovl Studio/HSFiles/Shaders/BlendDistort.shader.meta
Normal file
17
Assets/Hovl Studio/HSFiles/Shaders/BlendDistort.shader.meta
Normal file
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fileFormatVersion: 2
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guid: ca825309dbbb03640874997c5db5cb48
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 315729
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packageName: BIG Projectiles bundle
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packageVersion: 3.1
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assetPath: Assets/Hovl Studio/HSFiles/Shaders/BlendDistort.shader
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uploadId: 883376
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215
Assets/Hovl Studio/HSFiles/Shaders/Blend_LinePath.shader
Normal file
215
Assets/Hovl Studio/HSFiles/Shaders/Blend_LinePath.shader
Normal file
@@ -0,0 +1,215 @@
|
||||
Shader "Hovl/Particles/Blend_LinePath"
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{
|
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Properties
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{
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[Toggle] _Usedepth ("Use depth?", Float ) = 0
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_MainTex("MainTex", 2D) = "white" {}
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_Noise("Noise", 2D) = "white" {}
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_Color("Color", Color) = (0.5,0.5,0.5,1)
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_Emission("Emission", Float) = 2
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_Lenght("Lenght", Range( 0 , 1)) = 0
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_Path("Path", Range( 0 , 1)) = 0
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[Toggle]_Movenoise("Move noise", Float) = 1
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||||
_Opacity("Opacity", Range( 0 , 3)) = 1
|
||||
|
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}
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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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LOD 0
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
|
||||
Cull Off
|
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Lighting Off
|
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ZWrite Off
|
||||
ZTest LEqual
|
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|
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Pass {
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CGPROGRAM
|
||||
#define ASE_VERSION 19801
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.5
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#pragma multi_compile_instancing
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#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
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#define ASE_NEEDS_FRAG_COLOR
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#include "UnityCG.cginc"
|
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|
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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;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
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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)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
|
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};
|
||||
|
||||
#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;
|
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uniform float4 _MainTex_ST;
|
||||
uniform float _InvFade;
|
||||
uniform float _Path;
|
||||
uniform float _Lenght;
|
||||
uniform sampler2D _Noise;
|
||||
uniform float _Movenoise;
|
||||
uniform float4 _Noise_ST;
|
||||
uniform float4 _Color;
|
||||
uniform float _Emission;
|
||||
uniform float _Opacity;
|
||||
uniform fixed _Usedepth;
|
||||
|
||||
|
||||
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
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( i );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
|
||||
|
||||
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) / _InvFade);
|
||||
lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
||||
#endif
|
||||
|
||||
float4 texCoord69 = i.texcoord;
|
||||
texCoord69.xy = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
float temp_output_155_0 = ( texCoord69.z + _Path );
|
||||
float2 appendResult153 = (float2(( ( ( texCoord69.x - temp_output_155_0 ) / ( 1.0 - temp_output_155_0 ) ) / ( 1.0 - ( (1.0 + (texCoord69.w - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) + _Lenght ) ) ) , texCoord69.y));
|
||||
float2 temp_output_154_0 = saturate( appendResult153 );
|
||||
float4 tex2DNode23 = tex2D( _MainTex, temp_output_154_0 );
|
||||
float2 uv_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||||
float4 tex2DNode24 = tex2D( _Noise, (( _Movenoise )?( ( temp_output_154_0 * uv_Noise ) ):( uv_Noise )) );
|
||||
float4 appendResult110 = (float4(( (( tex2DNode23 * tex2DNode24 * _Color * i.color )).rgb * _Emission ) , ( ( tex2DNode23.a * tex2DNode24.a * _Opacity ) * _Color.a * i.color.a )));
|
||||
fixed4 col = appendResult110;
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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|
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|
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WireConnection;149;1;151;0
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WireConnection;153;1;69;2
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WireConnection;114;1;113;0
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WireConnection;117;0;113;0
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WireConnection;117;1;114;0
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WireConnection;24;1;117;0
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WireConnection;23;1;154;0
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WireConnection;30;0;23;0
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WireConnection;30;1;24;0
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WireConnection;30;2;25;0
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WireConnection;30;3;22;0
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WireConnection;112;0;30;0
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WireConnection;26;0;23;4
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WireConnection;26;1;24;4
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WireConnection;26;2;115;0
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WireConnection;116;0;26;0
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WireConnection;116;1;25;4
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WireConnection;116;2;22;4
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WireConnection;21;0;112;0
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WireConnection;21;1;33;0
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WireConnection;110;0;21;0
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WireConnection;110;3;116;0
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WireConnection;111;0;110;0
|
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ASEEND*/
|
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//CHKSM=36415D2A41695A165ADBE0C88022A8A241F8E45A
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@@ -0,0 +1,16 @@
|
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fileFormatVersion: 2
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guid: a94def2acffda4e4bb6a001369871457
|
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ShaderImporter:
|
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externalObjects: {}
|
||||
defaultTextures: []
|
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nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 315729
|
||||
packageName: BIG Projectiles bundle
|
||||
packageVersion: 3.1
|
||||
assetPath: Assets/Hovl Studio/HSFiles/Shaders/Blend_LinePath.shader
|
||||
uploadId: 883376
|
||||
311
Assets/Hovl Studio/HSFiles/Shaders/DissolveNoise.shader
Normal file
311
Assets/Hovl Studio/HSFiles/Shaders/DissolveNoise.shader
Normal file
@@ -0,0 +1,311 @@
|
||||
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
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#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
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( i );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=17000
|
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ASEEND*/
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//CHKSM=1CE1EE6B6A3D0D28DFE1537BFEC0A364D30C2704
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16
Assets/Hovl Studio/HSFiles/Shaders/DissolveNoise.shader.meta
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16
Assets/Hovl Studio/HSFiles/Shaders/DissolveNoise.shader.meta
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fileFormatVersion: 2
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guid: 145bae762d8de8f4c8fb1b284128fae7
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 315729
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packageName: BIG Projectiles bundle
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packageVersion: 3.1
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assetPath: Assets/Hovl Studio/HSFiles/Shaders/DissolveNoise.shader
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uploadId: 883376
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212
Assets/Hovl Studio/HSFiles/Shaders/Distortion.shader
Normal file
212
Assets/Hovl Studio/HSFiles/Shaders/Distortion.shader
Normal file
@@ -0,0 +1,212 @@
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Shader "Hovl/Particles/Distortion"
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{
|
||||
Properties
|
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{
|
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_NormalMap("Normal Map", 2D) = "bump" {}
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_Distortionpower("Distortion power", Float) = 1
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[Toggle]_Enablesimpleopacity("Enable simple opacity", Float) = 0
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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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LOD 0
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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||||
Blend SrcAlpha OneMinusSrcAlpha
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||||
ColorMask RGB
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||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
Fog { Mode Off}
|
||||
GrabPass{ }
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
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||||
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex);
|
||||
#else
|
||||
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex)
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||||
#endif
|
||||
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
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||||
#pragma target 2.0
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
#define ASE_NEEDS_FRAG_COLOR
|
||||
|
||||
|
||||
#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
|
||||
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 float _InvFade;
|
||||
ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture )
|
||||
uniform sampler2D _NormalMap;
|
||||
uniform float4 _NormalMap_ST;
|
||||
uniform float _Distortionpower;
|
||||
uniform float _Enablesimpleopacity;
|
||||
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
|
||||
{
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
float scale = -1.0;
|
||||
#else
|
||||
float scale = 1.0;
|
||||
#endif
|
||||
float4 o = pos;
|
||||
o.y = pos.w * 0.5f;
|
||||
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
|
||||
return o;
|
||||
}
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
|
||||
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
||||
o.ase_texcoord3 = screenPos;
|
||||
|
||||
|
||||
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
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( i );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
|
||||
|
||||
#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));
|
||||
i.color.a *= fade;
|
||||
#endif
|
||||
|
||||
float4 screenPos = i.ase_texcoord3;
|
||||
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
|
||||
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
||||
float2 uv_NormalMap = i.texcoord.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
|
||||
float3 tex2DNode29 = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) );
|
||||
float4 screenColor8 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,( (ase_grabScreenPosNorm).xy - (( tex2DNode29 * ( (0.0 + (_Distortionpower - 0.0) * (1.0 - 0.0) / (10000.0 - 0.0)) * (( _Enablesimpleopacity )?( 1.0 ):( i.color.a )) ) )).xy ));
|
||||
float4 appendResult55 = (float4(saturate( screenColor8 )));
|
||||
float4 appendResult56 = (float4(1.0 , 1.0 , 1.0 , ( saturate( ( ( ( abs( tex2DNode29.r ) + abs( tex2DNode29.g ) ) * 30.0 ) - 0.3 ) ) * (( _Enablesimpleopacity )?( i.color.a ):( 1.0 )) )));
|
||||
fixed4 col = ( appendResult55 * appendResult56 );
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
Fallback Off
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19108
|
||||
Node;AmplifyShaderEditor.GrabScreenPosition;40;-447.4607,49.29217;Inherit;False;0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||||
Node;AmplifyShaderEditor.ComponentMaskNode;39;-191.7806,65.19897;Inherit;False;True;True;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0
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||||
Node;AmplifyShaderEditor.ScreenColorNode;8;224.0004,85.8997;Float;False;Global;_ScreenGrab0;Screen Grab 0;-1;0;Create;True;0;0;0;False;0;False;Object;-1;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode;47;44.31388,88.50478;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;32;-437.1129,252.4172;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
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||||
Node;AmplifyShaderEditor.AbsOpNode;48;-454.1903,361.4375;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.AbsOpNode;49;-457.3305,581.2555;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;50;-246.9333,479.197;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SaturateNode;53;386.1591,485.8874;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;51;-110.4998,477.3373;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;30;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode;52;132.3624,477.5814;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0.3;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SaturateNode;58;396.4395,86.98833;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode;56;778.1014,417.414;Inherit;False;FLOAT4;4;0;FLOAT;1;False;1;FLOAT;1;False;2;FLOAT;1;False;3;FLOAT;0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode;55;784.2459,227.2425;Inherit;False;FLOAT4;4;0;FLOAT4;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;57;1004.299,316.7444;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;44;1178.971,315.4701;Float;False;True;-1;2;;0;11;Hovl/Particles/Distortion;0b6a9f8b4f707c74ca64c0be8e590de0;True;SubShader 0 Pass 0;0;0;SubShader 0 Pass 0;2;False;True;2;5;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;True;True;True;True;False;0;False;;False;False;False;False;False;False;False;False;False;True;2;False;;True;3;False;;False;True;4;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;False;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;0;;0;0;Standard;0;0;1;True;False;;False;0
|
||||
Node;AmplifyShaderEditor.SamplerNode;29;-855.48,221.599;Inherit;True;Property;_NormalMap;Normal Map;0;0;Create;True;0;0;0;False;0;False;-1;35b32e8a0b24a3b4cb0ae232c4e6b17e;35b32e8a0b24a3b4cb0ae232c4e6b17e;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;59;-642.6158,523.6614;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;60;596.2004,502.084;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ToggleSwitchNode;63;329.2662,779.8604;Inherit;False;Property;_Enablesimpleopacity;Enable simple opacity;2;0;Create;True;0;0;0;False;0;False;0;True;2;0;FLOAT;1;False;1;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ComponentMaskNode;36;-252.5805,251.0987;Inherit;True;True;True;False;True;1;0;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.ToggleSwitchNode;62;-889.8087,599.8569;Inherit;False;Property;_Enablesimpleopacity;Enable simple opacity;2;0;Create;True;0;0;0;False;0;False;0;True;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.VertexColorNode;41;-1117.413,708.8323;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;31;-1106.824,419.0397;Float;False;Property;_Distortionpower;Distortion power;1;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TFHCRemapNode;65;-858.0944,425.3069;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1000;False;3;FLOAT;0;False;4;FLOAT;1;False;1;FLOAT;0
|
||||
WireConnection;39;0;40;0
|
||||
WireConnection;8;0;47;0
|
||||
WireConnection;47;0;39;0
|
||||
WireConnection;47;1;36;0
|
||||
WireConnection;32;0;29;0
|
||||
WireConnection;32;1;59;0
|
||||
WireConnection;48;0;29;1
|
||||
WireConnection;49;0;29;2
|
||||
WireConnection;50;0;48;0
|
||||
WireConnection;50;1;49;0
|
||||
WireConnection;53;0;52;0
|
||||
WireConnection;51;0;50;0
|
||||
WireConnection;52;0;51;0
|
||||
WireConnection;58;0;8;0
|
||||
WireConnection;56;3;60;0
|
||||
WireConnection;55;0;58;0
|
||||
WireConnection;57;0;55;0
|
||||
WireConnection;57;1;56;0
|
||||
WireConnection;44;0;57;0
|
||||
WireConnection;59;0;65;0
|
||||
WireConnection;59;1;62;0
|
||||
WireConnection;60;0;53;0
|
||||
WireConnection;60;1;63;0
|
||||
WireConnection;63;1;41;4
|
||||
WireConnection;36;0;32;0
|
||||
WireConnection;62;0;41;4
|
||||
WireConnection;65;0;31;0
|
||||
ASEEND*/
|
||||
//CHKSM=A7291A6A5D5FE9215CA015915B07738F634AD9FE
|
||||
18
Assets/Hovl Studio/HSFiles/Shaders/Distortion.shader.meta
Normal file
18
Assets/Hovl Studio/HSFiles/Shaders/Distortion.shader.meta
Normal file
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 36121c42b945b624fb938cb9637f28d0
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _NormalMap: {instanceID: 0}
|
||||
- _texcoord: {instanceID: 0}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 315729
|
||||
packageName: BIG Projectiles bundle
|
||||
packageVersion: 3.1
|
||||
assetPath: Assets/Hovl Studio/HSFiles/Shaders/Distortion.shader
|
||||
uploadId: 883376
|
||||
252
Assets/Hovl Studio/HSFiles/Shaders/Electricity.shader
Normal file
252
Assets/Hovl Studio/HSFiles/Shaders/Electricity.shader
Normal file
@@ -0,0 +1,252 @@
|
||||
Shader "Hovl/Particles/Electricity"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTexture("Main Texture", 2D) = "white" {}
|
||||
_Dissolveamount("Dissolve amount", Range( 0 , 1)) = 0.332
|
||||
_Mask("Mask", 2D) = "white" {}
|
||||
_Color("Color", Color) = (0.5,0.5,0.5,1)
|
||||
_Emission("Emission", Float) = 6
|
||||
_RemapXYFresnelZW("Remap XY/Fresnel ZW", Vector) = (-10,10,2,2)
|
||||
_Speed("Speed", Vector) = (0.189,0.225,-0.2,-0.05)
|
||||
_Opacity("Opacity", Range( 0 , 1)) = 1
|
||||
[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
|
||||
_Depth ("Depth", Float ) = 0.15
|
||||
[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 2
|
||||
}
|
||||
|
||||
|
||||
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
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#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
|
||||
float3 ase_normal : NORMAL;
|
||||
};
|
||||
|
||||
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;
|
||||
float4 ase_texcoord4 : TEXCOORD4;
|
||||
};
|
||||
|
||||
|
||||
#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 _Mask;
|
||||
uniform float _Dissolveamount;
|
||||
uniform sampler2D _MainTexture;
|
||||
uniform float4 _Speed;
|
||||
uniform float4 _MainTexture_ST;
|
||||
uniform float4 _RemapXYFresnelZW;
|
||||
uniform float4 _Color;
|
||||
uniform float _Emission;
|
||||
uniform float _Opacity;
|
||||
uniform float _Depth;
|
||||
uniform fixed _Usedepth;
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
float3 ase_worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
o.ase_texcoord3.xyz = ase_worldPos;
|
||||
float3 ase_worldNormal = UnityObjectToWorldNormal(v.ase_normal);
|
||||
o.ase_texcoord4.xyz = ase_worldNormal;
|
||||
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord3.w = 0;
|
||||
o.ase_texcoord4.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
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( i );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
|
||||
|
||||
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) / _Depth);
|
||||
lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
||||
#endif
|
||||
|
||||
float temp_output_66_0 = (-0.65 + ((1.0 + (_Dissolveamount - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) - 0.0) * (0.65 - -0.65) / (1.0 - 0.0));
|
||||
float2 appendResult21 = (float2(_Speed.x , _Speed.y));
|
||||
float2 uv0_MainTexture = i.texcoord.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
|
||||
float2 appendResult22 = (float2(_Speed.z , _Speed.w));
|
||||
float2 appendResult74 = (float2((1.0 + (saturate( (_RemapXYFresnelZW.x + (( ( temp_output_66_0 + tex2D( _MainTexture, ( ( appendResult21 * _Time.y ) + uv0_MainTexture ) ).a ) * ( temp_output_66_0 + tex2D( _MainTexture, ( uv0_MainTexture + ( _Time.y * appendResult22 ) ) ).a ) ) - 0.0) * (_RemapXYFresnelZW.y - _RemapXYFresnelZW.x) / (1.0 - 0.0)) ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) , 0.0));
|
||||
float temp_output_120_0 = saturate( tex2D( _Mask, appendResult74 ).a );
|
||||
float3 ase_worldPos = i.ase_texcoord3.xyz;
|
||||
float3 ase_worldViewDir = UnityWorldSpaceViewDir(ase_worldPos);
|
||||
ase_worldViewDir = normalize(ase_worldViewDir);
|
||||
float3 ase_worldNormal = i.ase_texcoord4.xyz;
|
||||
float fresnelNdotV83 = dot( ase_worldNormal, ase_worldViewDir );
|
||||
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
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||||
AssetOrigin:
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||||
serializedVersion: 1
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||||
productId: 315729
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||||
packageName: BIG Projectiles bundle
|
||||
packageVersion: 3.1
|
||||
assetPath: Assets/Hovl Studio/HSFiles/Shaders/Shader Graph/HS_LitFresnel.shadergraph
|
||||
uploadId: 883376
|
||||
13625
Assets/Hovl Studio/HSFiles/Shaders/Shader Graph/HS_ShockWave.shadergraph
Normal file
13625
Assets/Hovl Studio/HSFiles/Shaders/Shader Graph/HS_ShockWave.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,17 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c54b5097403c7204dab66c94ca8f2252
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 315729
|
||||
packageName: BIG Projectiles bundle
|
||||
packageVersion: 3.1
|
||||
assetPath: Assets/Hovl Studio/HSFiles/Shaders/Shader Graph/HS_ShockWave.shadergraph
|
||||
uploadId: 883376
|
||||
Reference in New Issue
Block a user