239 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			239 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | Shader "Hovl/Particles/Add_CenterGlow" | ||
|  | { | ||
|  | 	Properties | ||
|  | 	{	 | ||
|  | 		_MainTex("MainTex", 2D) = "white" {} | ||
|  | 		_Noise("Noise", 2D) = "white" {} | ||
|  | 		_Flow("Flow", 2D) = "white" {} | ||
|  | 		_Mask("Mask", 2D) = "white" {} | ||
|  | 		_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) | ||
|  | 		_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0) | ||
|  | 		_Emission("Emission", Float) = 2 | ||
|  | 		_Color("Color", Color) = (0.5,0.5,0.5,1) | ||
|  | 		[Toggle]_Usecenterglow("Use center glow?", Float) = 0 | ||
|  | 		[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 | ||
|  |         _Depthpower ("Depth power", Float ) = 1 | ||
|  | 		[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0 | ||
|  | 		[Enum(One,1,OneMinuSrcAlpha,6)] _Blend2 ("Blend mode subset", Float) = 1 | ||
|  | 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	Category  | ||
|  | 	{ | ||
|  | 		SubShader | ||
|  | 		{ | ||
|  | 			Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } | ||
|  | 			Blend One[_Blend2] | ||
|  | 			ColorMask RGB | ||
|  | 			Cull[_CullMode] | ||
|  | 			Lighting Off  | ||
|  | 			ZWrite Off | ||
|  | 			ZTest LEqual | ||
|  | 			 | ||
|  | 			Pass { | ||
|  | 				CGPROGRAM | ||
|  | 				#pragma vertex vert | ||
|  | 				#pragma fragment frag | ||
|  | 				#pragma target 2.0 | ||
|  | 				#pragma multi_compile_particles | ||
|  | 				#pragma multi_compile_fog | ||
|  | 				#include "UnityShaderVariables.cginc" | ||
|  | 				#include "UnityCG.cginc" | ||
|  | 
 | ||
|  | 				struct appdata_t  | ||
|  | 				{ | ||
|  | 					float4 vertex : POSITION; | ||
|  | 					fixed4 color : COLOR; | ||
|  | 					float4 texcoord : TEXCOORD0; | ||
|  | 					UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 					 | ||
|  | 				}; | ||
|  | 
 | ||
|  | 				struct v2f  | ||
|  | 				{ | ||
|  | 					float4 vertex : SV_POSITION; | ||
|  | 					fixed4 color : COLOR; | ||
|  | 					float4 texcoord : TEXCOORD0; | ||
|  | 					UNITY_FOG_COORDS(1) | ||
|  | 					#ifdef SOFTPARTICLES_ON | ||
|  | 					float4 projPos : TEXCOORD2; | ||
|  | 					#endif | ||
|  | 					UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 					UNITY_VERTEX_OUTPUT_STEREO			 | ||
|  | 				};	 | ||
|  | 				 | ||
|  | 				#if UNITY_VERSION >= 560 | ||
|  | 				UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); | ||
|  | 				#else | ||
|  | 				uniform sampler2D_float _CameraDepthTexture; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				//Don't delete this comment | ||
|  | 				// uniform sampler2D_float _CameraDepthTexture; | ||
|  | 
 | ||
|  | 				uniform sampler2D _MainTex; | ||
|  | 				uniform float4 _MainTex_ST; | ||
|  | 				uniform float _Usecenterglow; | ||
|  | 				uniform float4 _SpeedMainTexUVNoiseZW; | ||
|  | 				uniform sampler2D _Flow; | ||
|  | 				uniform float4 _DistortionSpeedXYPowerZ; | ||
|  | 				uniform float4 _Flow_ST; | ||
|  | 				uniform sampler2D _Mask; | ||
|  | 				uniform float4 _Mask_ST; | ||
|  | 				uniform sampler2D _Noise; | ||
|  | 				uniform float4 _Noise_ST; | ||
|  | 				uniform float4 _Color; | ||
|  | 				uniform float _Emission; | ||
|  | 				uniform fixed _Usedepth; | ||
|  | 				uniform float _Depthpower; | ||
|  | 
 | ||
|  | 				v2f vert ( appdata_t v  ) | ||
|  | 				{ | ||
|  | 					v2f o; | ||
|  | 					UNITY_SETUP_INSTANCE_ID(v); | ||
|  | 					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | ||
|  | 					UNITY_TRANSFER_INSTANCE_ID(v, o);		 | ||
|  | 
 | ||
|  | 					v.vertex.xyz +=  float3( 0, 0, 0 ) ; | ||
|  | 					o.vertex = UnityObjectToClipPos(v.vertex); | ||
|  | 					#ifdef SOFTPARTICLES_ON | ||
|  | 						o.projPos = ComputeScreenPos (o.vertex); | ||
|  | 						COMPUTE_EYEDEPTH(o.projPos.z); | ||
|  | 					#endif | ||
|  | 					o.color = v.color; | ||
|  | 					o.texcoord = v.texcoord; | ||
|  | 					UNITY_TRANSFER_FOG(o,o.vertex); | ||
|  | 					return o; | ||
|  | 				} | ||
|  | 
 | ||
|  | 				fixed4 frag ( v2f i  ) : SV_Target | ||
|  | 				{ | ||
|  | 					float lp = 1; | ||
|  | 					#ifdef SOFTPARTICLES_ON | ||
|  | 						float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); | ||
|  | 						float partZ = i.projPos.z; | ||
|  | 						float fade = saturate ((sceneZ-partZ) / _Depthpower); | ||
|  | 						lp *= lerp(1, fade, _Usedepth); | ||
|  | 						i.color.a *= lp; | ||
|  | 					#endif | ||
|  | 
 | ||
|  | 					float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); | ||
|  | 					float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; | ||
|  | 					float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex); | ||
|  | 					float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); | ||
|  | 					float3 uv0_Flow = i.texcoord.xyz; | ||
|  | 					uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw; | ||
|  | 					float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy); | ||
|  | 					float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw; | ||
|  | 					float4 tex2DNode33 = tex2D( _Mask, uv_Mask ); | ||
|  | 					float Flowpower102 = _DistortionSpeedXYPowerZ.z; | ||
|  | 					float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) ); | ||
|  | 					float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); | ||
|  | 					float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; | ||
|  | 					float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise); | ||
|  | 					float4 tex2DNode14 = tex2D( _Noise, panner108 ); | ||
|  | 					float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a ); | ||
|  | 					float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx; | ||
|  | 					float4 clampResult38 = clamp( ( tex2DNode33 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); | ||
|  | 					float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); | ||
|  | 					 | ||
|  | 
 | ||
|  | 					fixed4 col = ( lerp(temp_output_30_0,( temp_output_30_0 * clampResult40 ),_Usecenterglow) * _Emission ); | ||
|  | 					UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,1)); | ||
|  | 					return col; | ||
|  | 				} | ||
|  | 				ENDCG  | ||
|  | 			} | ||
|  | 		}	 | ||
|  | 	} | ||
|  | } | ||
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|  | ASEEND*/ | ||
|  | //CHKSM=D5A44C7BD3081F4777C455821BF73DF59F0BC63F |