diff options
author | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
commit | 22891bf59032ba88262824255a706d652031384b (patch) | |
tree | 7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/Art/Vfx/Sword slash VFX/Shaders/Add_Fresnel.shader | |
parent | 8b04ea73e540067f83870b61d89db4868fea5e8a (diff) |
* move folder
Diffstat (limited to 'Assets/Art/Vfx/Sword slash VFX/Shaders/Add_Fresnel.shader')
-rw-r--r-- | Assets/Art/Vfx/Sword slash VFX/Shaders/Add_Fresnel.shader | 160 |
1 files changed, 0 insertions, 160 deletions
diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_Fresnel.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_Fresnel.shader deleted file mode 100644 index 893da7d2..00000000 --- a/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_Fresnel.shader +++ /dev/null @@ -1,160 +0,0 @@ -Shader "Hovl/Particles/Add_Fresnel" -{ - Properties - { - _MainTex("MainTex", 2D) = "white" {} - _Noise("Noise", 2D) = "white" {} - _Color("Color", Color) = (0.5,0.5,0.5,1) - _Emission("Emission", Float) = 2 - _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) - _Flow("Flow", 2D) = "white" {} - _Mask("Mask", 2D) = "white" {} - _Distortionpower("Distortion power", Float) = 0.2 - _Fresnelscale("Fresnel scale", Float) = 3 - _Fresnelpower("Fresnel power", Float) = 3 - _Depthpower("Depth power", Float) = 0.2 - [Toggle]_Useonlycolor("Use only color", Float) = 0 - [HideInInspector] _texcoord( "", 2D ) = "white" {} - } - - Category - { - SubShader - { - Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - Cull Off - Lighting Off - ZWrite Off - ZTest LEqual - - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - //#pragma target 2.0 - #pragma multi_compile_particles - #pragma multi_compile_fog - #include "UnityShaderVariables.cginc" - - - #include "UnityCG.cginc" - - struct appdata_t - { - float4 vertex : POSITION; - fixed4 color : COLOR; - float4 texcoord : TEXCOORD0; - UNITY_VERTEX_INPUT_INSTANCE_ID - 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_OUTPUT_STEREO - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; - //float4 ase_texcoord5 : TEXCOORD5; - }; - - uniform sampler2D _MainTex; - uniform fixed4 _TintColor; - uniform float4 _MainTex_ST; - uniform sampler2D_float _CameraDepthTexture; - uniform float _Useonlycolor; - uniform float4 _SpeedMainTexUVNoiseZW; - uniform sampler2D _Mask; - uniform float4 _Mask_ST; - uniform sampler2D _Flow; - uniform float4 _Flow_ST; - uniform float _Distortionpower; - uniform sampler2D _Noise; - uniform float4 _Noise_ST; - uniform float4 _Color; - uniform float _Emission; - uniform float _Fresnelscale; - uniform float _Fresnelpower; - uniform float _Depthpower; - - v2f vert ( appdata_t v ) - { - v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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; - float4 ase_clipPos = UnityObjectToClipPos(v.vertex); - float4 screenPos = ComputeScreenPos(ase_clipPos); - //o.ase_texcoord5 = screenPos; - - - //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 , half ase_vface : VFACE ) : SV_Target - { - float fade = 1; - #ifdef SOFTPARTICLES_ON - float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); - float partZ = i.projPos.z; - fade = saturate (_Depthpower * (sceneZ-partZ)); - #endif - - float2 appendResult186 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); - float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; - float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw; - float2 appendResult177 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); - float3 uv_Flow = i.texcoord.xyz; - uv_Flow.xy = i.texcoord.xyz.xy * _Flow_ST.xy + _Flow_ST.zw; - float4 tex2DNode203 = tex2D( _MainTex, ( ( ( appendResult186 * _Time.y ) + uv_MainTex ) - ( (( tex2D( _Mask, uv_Mask ) * tex2D( _Flow, ( ( _Time.y * appendResult177 ) + (uv_Flow).xy ) ) )).rg * _Distortionpower ) ) ); - float2 uv_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; - float4 tex2DNode211 = tex2D( _Noise, uv_Noise ); - float w199 = (1.0 + (uv_Flow.z - 0.0) * (128.0 - 1.0) / (1.0 - 0.0)); - float4 temp_cast_3 = (tex2DNode203.a).xxxx; - float div207=256.0/float((int)w199); - float4 posterize207 = ( floor( temp_cast_3 * div207 ) / div207 ); - float opac215 = (posterize207).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 fresnelNdotV187 = dot( ase_worldNormal, ase_worldViewDir ); - float fresnelNode187 = ( 0.0 + _Fresnelscale * pow( 1.0 - fresnelNdotV187, _Fresnelpower ) ); - float clampResult193 = clamp( fresnelNode187 , 0.0 , 1.0 ); - float switchResult206 = (((ase_vface>0)?(clampResult193):(0.0))); - float clampResult202 = clamp( fade , 0.0 , 1.0 ); - float clampResult214 = clamp( ( (1.0 + (clampResult202 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) - switchResult206 ) , 0.0 , 1.0 ); - float4 appendResult224 = (float4(( lerp(float4( (( tex2DNode203 * tex2DNode211 * _Color * i.color )).rgb , 0.0 ),_Color,_Useonlycolor) * _Emission ).rgb , ( opac215 * tex2DNode211.a * _Color.a * i.color.a * ( switchResult206 + clampResult214 ) ))); - fixed4 col = appendResult224; - UNITY_APPLY_FOG(i.fogCoord, col); - return col; - } - ENDCG - } - } - } -} |