修复视角和火焰以及手触分区的Bug
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// Made with Amplify Shader Editor v1.9.1.5
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Vefects/SH_Vefects_VFX_SRP_Fire_Flames_01"
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{
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Properties
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{
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_EmissiveIntensity("Emissive Intensity", Float) = 1
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_Noise_01_Texture("Noise_01_Texture", 2D) = "white" {}
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_Noise_02_Texture("Noise_02_Texture", 2D) = "white" {}
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_ColorGradientMask("Color Gradient Mask", 2D) = "white" {}
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_DistortionMaskTexture("Distortion Mask Texture", 2D) = "white" {}
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_Mask_Texture("Mask_Texture", 2D) = "white" {}
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_TextureSample2("Texture Sample 2", 2D) = "white" {}
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_ColorBottom("Color Bottom", Color) = (1,0.3666667,0,0)
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_ColorTop("Color Top", Color) = (1,0.6666667,0,0)
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_NoiseDistortion_Texture("NoiseDistortion_Texture", 2D) = "white" {}
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_Noise_01_Scale("Noise_01_Scale", Vector) = (0.8,0.8,0,0)
|
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_Noise_02_Scale("Noise_02_Scale", Vector) = (1,1,0,0)
|
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_NoiseDistortion_Scale("NoiseDistortion_Scale", Vector) = (1,1,0,0)
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_Noise_01_Speed("Noise_01_Speed", Vector) = (0.5,0.5,0,0)
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_Noise_02_Speed("Noise_02_Speed", Vector) = (-0.2,0.4,0,0)
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_Mask_Scale("Mask_Scale", Vector) = (1,1,0,0)
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_Mask_Offset("Mask_Offset", Vector) = (0,0,0,0)
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_NoiseDistortion_Speed("NoiseDistortion_Speed", Vector) = (-0.3,-0.3,0,0)
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_Mask_Multiply("Mask_Multiply", Float) = 1
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_Noises_Multiply("Noises_Multiply", Float) = 5
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_Mask_Power("Mask_Power", Float) = 1
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_Noises_Power("Noises_Power", Float) = 1
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_DistortionAmount("Distortion Amount", Float) = 1
|
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_DistortionMaskIntensity("Distortion Mask Intensity", Float) = 1
|
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_NoisesOpacityBoost("Noises Opacity Boost", Float) = 1
|
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_DepthFade("Depth Fade", Float) = 1
|
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_WindSpeed("Wind Speed", Float) = 1
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_Dissolve("Dissolve", Float) = 0
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[Space(13)][Header(AR)][Space(13)]_Cull1("Cull", Float) = 2
|
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_Src1("Src", Float) = 5
|
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_Dst1("Dst", Float) = 10
|
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_ZWrite1("ZWrite", Float) = 0
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_ZTest1("ZTest", Float) = 2
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
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[HideInInspector] __dirty( "", Int ) = 1
|
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}
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|
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IsEmissive" = "true" }
|
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Cull [_Cull1]
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ZWrite [_ZWrite1]
|
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ZTest [_ZTest1]
|
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Blend [_Src1] [_Dst1]
|
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|
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CGPROGRAM
|
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#include "UnityShaderVariables.cginc"
|
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#include "UnityCG.cginc"
|
||||
#pragma target 3.0
|
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#pragma surface surf Unlit keepalpha noshadow
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struct Input
|
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{
|
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float4 vertexColor : COLOR;
|
||||
float2 uv_texcoord;
|
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float4 screenPos;
|
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};
|
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|
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uniform float _Cull1;
|
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uniform float _Src1;
|
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uniform float _Dst1;
|
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uniform float _ZTest1;
|
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uniform float _ZWrite1;
|
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uniform float4 _ColorBottom;
|
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uniform float4 _ColorTop;
|
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uniform sampler2D _ColorGradientMask;
|
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uniform float4 _ColorGradientMask_ST;
|
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uniform sampler2D _Mask_Texture;
|
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uniform sampler2D _DistortionMaskTexture;
|
||||
uniform sampler2D _NoiseDistortion_Texture;
|
||||
uniform float _WindSpeed;
|
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uniform float2 _NoiseDistortion_Speed;
|
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uniform float2 _NoiseDistortion_Scale;
|
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uniform float _DistortionAmount;
|
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uniform float _DistortionMaskIntensity;
|
||||
uniform float2 _Mask_Scale;
|
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uniform float2 _Mask_Offset;
|
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uniform float _Mask_Power;
|
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uniform float _Mask_Multiply;
|
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uniform sampler2D _Noise_01_Texture;
|
||||
uniform float2 _Noise_01_Speed;
|
||||
uniform float2 _Noise_01_Scale;
|
||||
uniform sampler2D _Noise_02_Texture;
|
||||
uniform float2 _Noise_02_Speed;
|
||||
uniform float2 _Noise_02_Scale;
|
||||
uniform float _Noises_Power;
|
||||
uniform float _Noises_Multiply;
|
||||
uniform float _NoisesOpacityBoost;
|
||||
uniform sampler2D _TextureSample2;
|
||||
uniform float _EmissiveIntensity;
|
||||
uniform float _Dissolve;
|
||||
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
|
||||
uniform float4 _CameraDepthTexture_TexelSize;
|
||||
uniform float _DepthFade;
|
||||
|
||||
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
|
||||
{
|
||||
return half4 ( 0, 0, 0, s.Alpha );
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float2 uv_ColorGradientMask = i.uv_texcoord * _ColorGradientMask_ST.xy + _ColorGradientMask_ST.zw;
|
||||
float4 lerpResult152 = lerp( _ColorBottom , _ColorTop , tex2D( _ColorGradientMask, uv_ColorGradientMask ).r);
|
||||
float2 uv_TexCoord92 = i.uv_texcoord + float2( 0,0.4 );
|
||||
float windSpeed60 = ( _WindSpeed * _Time.y );
|
||||
float2 panner65 = ( windSpeed60 * _NoiseDistortion_Speed + ( i.uv_texcoord * _NoiseDistortion_Scale ));
|
||||
float Distortion81 = ( ( tex2D( _NoiseDistortion_Texture, panner65 ).r * 0.1 ) * _DistortionAmount );
|
||||
float2 uv_TexCoord106 = i.uv_texcoord * _Mask_Scale + _Mask_Offset;
|
||||
float2 panner85 = ( windSpeed60 * _Noise_01_Speed + ( i.uv_texcoord * _Noise_01_Scale ));
|
||||
float2 panner83 = ( windSpeed60 * _Noise_02_Speed + ( i.uv_texcoord * _Noise_02_Scale ));
|
||||
float noises109 = saturate( ( pow( ( tex2D( _Noise_01_Texture, ( panner85 + Distortion81 ) ).r * tex2D( _Noise_02_Texture, ( panner83 + Distortion81 ) ).r ) , _Noises_Power ) * _Noises_Multiply ) );
|
||||
float2 uv_TexCoord116 = i.uv_texcoord + float2( 0,0.4 );
|
||||
float temp_output_133_0 = ( saturate( ( pow( tex2D( _Mask_Texture, ( ( tex2D( _DistortionMaskTexture, uv_TexCoord92 ).r * ( Distortion81 * _DistortionMaskIntensity ) ) + uv_TexCoord106 ) ).r , _Mask_Power ) * _Mask_Multiply ) ) - ( ( noises109 * _NoisesOpacityBoost ) * tex2D( _TextureSample2, uv_TexCoord116 ).r ) );
|
||||
o.Emission = ( ( ( i.vertexColor * lerpResult152 ) * temp_output_133_0 ) * _EmissiveIntensity ).rgb;
|
||||
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
|
||||
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 screenDepth131 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy ));
|
||||
float distanceDepth131 = abs( ( screenDepth131 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _DepthFade ) );
|
||||
o.Alpha = saturate( ( ( ( temp_output_133_0 - _Dissolve ) * saturate( distanceDepth131 ) ) * i.vertexColor.a ) );
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19105
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Node;AmplifyShaderEditor.RangedFloatNode;5;944,48;Inherit;False;Property;_Src1;Src;31;0;Create;True;0;0;0;True;0;False;5;5;0;0;0;1;FLOAT;0
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ASEEND*/
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleVariant:
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// Made with Amplify Shader Editor v1.9.1.5
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Vefects/SH_Vefects_VFX_SRP_Heat_Haze_01"
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{
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Properties
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{
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_Texture("Texture", 2D) = "white" {}
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_TextureChannel("Texture Channel", Vector) = (0,1,0,0)
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_DistortionStrength("Distortion Strength", Float) = 7
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_DissolveMask("Dissolve Mask", 2D) = "white" {}
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[Space(13)][Header(AR)][Space(13)]_Cull1("Cull", Float) = 2
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_Src1("Src", Float) = 5
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_Dst1("Dst", Float) = 10
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_ZWrite1("ZWrite", Float) = 0
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_ZTest1("ZTest", Float) = 2
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_DissolveUVS("Dissolve UV S", Vector) = (0,0,0,0)
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_DissolveUVP("Dissolve UV P", Vector) = (0,0,0,0)
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IsEmissive" = "true" }
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Cull [_Cull1]
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ZWrite [_ZWrite1]
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ZTest [_ZTest1]
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Blend [_Src1] [_Dst1]
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GrabPass{ }
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CGPROGRAM
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#include "UnityShaderVariables.cginc"
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#pragma target 3.0
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#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);
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#else
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#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex)
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#endif
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#pragma surface surf Unlit keepalpha noshadow
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#undef TRANSFORM_TEX
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#define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
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struct Input
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{
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float4 screenPos;
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float4 vertexColor : COLOR;
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float4 uv_texcoord;
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};
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uniform float _Cull1;
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uniform float _Src1;
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uniform float _Dst1;
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uniform float _ZTest1;
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uniform float _ZWrite1;
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ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture )
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uniform sampler2D _Texture;
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uniform float4 _Texture_ST;
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uniform float4 _TextureChannel;
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uniform sampler2D _DissolveMask;
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uniform float2 _DissolveUVP;
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uniform float2 _DissolveUVS;
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uniform float _DistortionStrength;
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inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
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{
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return half4 ( 0, 0, 0, s.Alpha );
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}
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void surf( Input i , inout SurfaceOutput o )
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{
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float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
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float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
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ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
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float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
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float dotResult15 = dot( tex2D( _Texture, uv_Texture ) , _TextureChannel );
|
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float2 panner47 = ( 1.0 * _Time.y * _DissolveUVP + ( i.uv_texcoord.xy * _DissolveUVS ));
|
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float4 temp_output_28_0 = ( i.vertexColor.a * ( saturate( dotResult15 ) * ( saturate( tex2D( _DissolveMask, panner47 ) ) + i.uv_texcoord.z ) ) );
|
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float4 screenColor31 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,( ase_screenPosNorm + ( temp_output_28_0 * _DistortionStrength ) ).xy);
|
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o.Emission = (screenColor31).rgb;
|
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o.Alpha = saturate( temp_output_28_0 ).r;
|
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}
|
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|
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ENDCG
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}
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CustomEditor "ASEMaterialInspector"
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}
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||||
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||||
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WireConnection;0;2;32;0
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WireConnection;39;1;37;0
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||||
WireConnection;44;0;43;0
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||||
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WireConnection;31;0;44;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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||||
WireConnection;34;1;26;0
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||||
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||||
WireConnection;47;0;46;0
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WireConnection;47;2;49;0
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||||
ASEEND*/
|
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//CHKSM=EA4886C8786C2A13EF821082B07472088447A6C0
|
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fileFormatVersion: 2
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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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|
||||
// Made with Amplify Shader Editor v1.9.1.5
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Vefects/SH_Vefects_VFX_SRP_Particles_Erosion_01"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Noise_01_Texture("Noise_01_Texture", 2D) = "white" {}
|
||||
_Noise_02_Texture("Noise_02_Texture", 2D) = "white" {}
|
||||
_MaskTexture("Mask Texture", 2D) = "white" {}
|
||||
_MaskMoveTexture("Mask Move Texture", 2D) = "white" {}
|
||||
_Color("Color", Color) = (1,1,1,0)
|
||||
_NoiseDistortionTexture("Noise Distortion Texture", 2D) = "white" {}
|
||||
_Noise01Scale("Noise 01 Scale", Vector) = (0.8,0.8,0,0)
|
||||
_Noise02Scale("Noise 02 Scale", Vector) = (1,1,0,0)
|
||||
_NoiseDistortionScale("Noise Distortion Scale", Vector) = (1,1,0,0)
|
||||
_Noise01Speed("Noise 01 Speed", Vector) = (0.5,0.5,0,0)
|
||||
_Noise02Speed("Noise 02 Speed", Vector) = (-0.2,0.4,0,0)
|
||||
_MaskMoveScale("Mask Move Scale", Vector) = (1,1,0,0)
|
||||
_MaskScale("Mask Scale", Vector) = (1,1,0,0)
|
||||
_MaskOffset("Mask Offset", Vector) = (0,0,0,0)
|
||||
_NoiseDistortionSpeed("Noise Distortion Speed", Vector) = (0.2,0.25,0,0)
|
||||
_MaskMultiply("Mask Multiply", Float) = 1
|
||||
_MaskMoveMultiply("Mask Move Multiply", Float) = 1
|
||||
_NoisesMultiply("Noises Multiply", Float) = 1
|
||||
_MaskPower("Mask Power", Float) = 1
|
||||
_NoisesPower("Noises Power", Float) = 1
|
||||
_MaskMovePower("Mask Move Power", Float) = 1
|
||||
_Distortion("Distortion", Float) = 1
|
||||
_DistortionIntensity("Distortion Intensity", Float) = 0
|
||||
_OpacityBoost("Opacity Boost", Float) = 5
|
||||
_EmissionIntensity("Emission Intensity", Float) = 1
|
||||
_WindSpeed("Wind Speed", Float) = 1
|
||||
_MaskSpeed("Mask Speed", Float) = 0
|
||||
_Dissolve("Dissolve", Float) = 0
|
||||
[Space(13)][Header(AR)][Space(13)]_Cull1("Cull", Float) = 2
|
||||
_Src1("Src", Float) = 5
|
||||
_Dst1("Dst", Float) = 10
|
||||
_ZWrite1("ZWrite", Float) = 0
|
||||
_ZTest1("ZTest", Float) = 2
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] _texcoord2( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IsEmissive" = "true" }
|
||||
Cull [_Cull1]
|
||||
ZWrite [_ZWrite1]
|
||||
ZTest [_ZTest1]
|
||||
Blend [_Src1] [_Dst1]
|
||||
|
||||
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
|
||||
{
|
||||
float4 vertexColor : COLOR;
|
||||
float2 uv_texcoord;
|
||||
float4 uv2_texcoord2;
|
||||
};
|
||||
|
||||
uniform float _Cull1;
|
||||
uniform float _Src1;
|
||||
uniform float _Dst1;
|
||||
uniform float _ZTest1;
|
||||
uniform float _ZWrite1;
|
||||
uniform float4 _Color;
|
||||
uniform sampler2D _MaskTexture;
|
||||
uniform sampler2D _NoiseDistortionTexture;
|
||||
uniform float _WindSpeed;
|
||||
uniform float2 _NoiseDistortionSpeed;
|
||||
uniform float2 _NoiseDistortionScale;
|
||||
uniform float _Distortion;
|
||||
uniform float _DistortionIntensity;
|
||||
uniform float _MaskSpeed;
|
||||
uniform float2 _MaskScale;
|
||||
uniform float2 _MaskOffset;
|
||||
uniform float _MaskPower;
|
||||
uniform float _MaskMultiply;
|
||||
uniform sampler2D _MaskMoveTexture;
|
||||
uniform float2 _MaskMoveScale;
|
||||
uniform float _MaskMovePower;
|
||||
uniform float _MaskMoveMultiply;
|
||||
uniform sampler2D _Noise_01_Texture;
|
||||
uniform float2 _Noise01Speed;
|
||||
uniform float2 _Noise01Scale;
|
||||
uniform sampler2D _Noise_02_Texture;
|
||||
uniform float2 _Noise02Speed;
|
||||
uniform float2 _Noise02Scale;
|
||||
uniform float _NoisesPower;
|
||||
uniform float _NoisesMultiply;
|
||||
uniform float _EmissionIntensity;
|
||||
uniform float _OpacityBoost;
|
||||
uniform float _Dissolve;
|
||||
|
||||
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
|
||||
{
|
||||
return half4 ( 0, 0, 0, s.Alpha );
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float windSpeed13 = ( _WindSpeed * _Time.y );
|
||||
float2 uv_TexCoord15 = i.uv_texcoord * _NoiseDistortionScale;
|
||||
float2 panner18 = ( windSpeed13 * _NoiseDistortionSpeed + uv_TexCoord15);
|
||||
float Distortion31 = ( ( tex2D( _NoiseDistortionTexture, panner18 ).r * 0.1 ) * _Distortion );
|
||||
float2 appendResult44 = (float2(_MaskSpeed , 0.0));
|
||||
float2 uv_TexCoord39 = i.uv_texcoord * _MaskScale + _MaskOffset;
|
||||
float2 panner49 = ( windSpeed13 * appendResult44 + uv_TexCoord39);
|
||||
float2 uv_TexCoord50 = i.uv_texcoord * _MaskMoveScale;
|
||||
float2 appendResult52 = (float2(i.uv2_texcoord2.z , i.uv2_texcoord2.w));
|
||||
float2 uv_TexCoord28 = i.uv_texcoord * _Noise01Scale;
|
||||
float2 panner45 = ( windSpeed13 * _Noise01Speed + uv_TexCoord28);
|
||||
float2 uv_TexCoord35 = i.uv_texcoord * _Noise02Scale;
|
||||
float2 panner43 = ( windSpeed13 * _Noise02Speed + uv_TexCoord35);
|
||||
float Noises77 = saturate( ( pow( ( tex2D( _Noise_01_Texture, ( Distortion31 + panner45 ) ).r * tex2D( _Noise_02_Texture, ( Distortion31 + panner43 ) ).r ) , _NoisesPower ) * _NoisesMultiply ) );
|
||||
float temp_output_82_0 = ( saturate( ( saturate( ( pow( tex2D( _MaskTexture, ( ( Distortion31 * _DistortionIntensity ) + panner49 ) ).r , _MaskPower ) * _MaskMultiply ) ) * saturate( ( pow( tex2D( _MaskMoveTexture, ( uv_TexCoord50 + appendResult52 ) ).r , _MaskMovePower ) * _MaskMoveMultiply ) ) ) ) * Noises77 );
|
||||
o.Emission = ( ( ( _Color * i.vertexColor ) * temp_output_82_0 ) * _EmissionIntensity ).rgb;
|
||||
float temp_output_90_0 = ( saturate( ( temp_output_82_0 * _OpacityBoost ) ) - ( i.uv2_texcoord2.x + _Dissolve ) );
|
||||
o.Alpha = saturate( ( i.vertexColor.a * temp_output_90_0 ) );
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
}
|
||||
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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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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user