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authorchai <chaifix@163.com>2022-03-10 14:07:40 +0800
committerchai <chaifix@163.com>2022-03-10 14:07:40 +0800
commit22891bf59032ba88262824255a706d652031384b (patch)
tree7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader
parent8b04ea73e540067f83870b61d89db4868fea5e8a (diff)
* move folder
Diffstat (limited to 'Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader')
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader333
1 files changed, 0 insertions, 333 deletions
diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader
deleted file mode 100644
index f4c580d6..00000000
--- a/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader
+++ /dev/null
@@ -1,333 +0,0 @@
-Shader "Hovl/Particles/Explosion"
-{
- Properties
- {
- _Noise("Noise", 2D) = "white" {}
- _FinalEmission("Final Emission", Float) = 1
- _Color("Color", Color) = (1,1,1,1)
- _GlowColor("Glow Color", Color) = (1,1,0,1)
- _Opacity("Opacity", Range( 0 , 1)) = 1
- _NoisespeedXYNoisepowerZGlowpowerW("Noise speed XY Noise power Z Glow power W", Vector) = (0.314,0.427,0.001,4)
- _MotionVector("MotionVector", 2D) = "white" {}
- _MainTex("MainTex", 2D) = "white" {}
- _TilingXY("Tiling XY", Vector) = (8,8,0,0)
- _MotionAmount("MotionAmount", Float) = 0.001
- [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
- _Depthpower ("Depth power", Float ) = 1
- }
-
-
- 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
-
- };
-
- 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 float4 _GlowColor;
- uniform sampler2D _Noise;
- uniform float4 _Noise_ST;
- uniform float4 _NoisespeedXYNoisepowerZGlowpowerW;
- uniform sampler2D _MotionVector;
- uniform float4 _TilingXY;
- uniform float _MotionAmount;
- uniform float4 _Color;
- uniform float _FinalEmission;
- uniform float _Opacity;
- uniform fixed _Usedepth;
- uniform float _Depthpower;
-
- v2f vert ( appdata_t v )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
-
- v.vertex.xyz += float3( 0, 0, 0 ) ;
- o.vertex = UnityObjectToClipPos(v.vertex);
- #ifdef SOFTPARTICLES_ON
- o.projPos = ComputeScreenPos (o.vertex);
- COMPUTE_EYEDEPTH(o.projPos.z);
- #endif
- o.color = v.color;
- o.texcoord = v.texcoord;
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
-
- fixed4 frag ( v2f i ) : SV_Target
- {
- float lp = 1;
- #ifdef SOFTPARTICLES_ON
- float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
- float partZ = i.projPos.z;
- float fade = saturate ((sceneZ-partZ) / _Depthpower);
- lp *= lerp(1, fade, _Usedepth);
- i.color.a *= lp;
- #endif
-
- float4 uv0_Noise = i.texcoord;
- uv0_Noise.xy = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
- float Emission57 = uv0_Noise.z;
- float2 appendResult1 = (float2(_NoisespeedXYNoisepowerZGlowpowerW.x , _NoisespeedXYNoisepowerZGlowpowerW.y));
- float4 temp_output_9_0 = ( tex2D( _Noise, ( uv0_Noise + float4( ( _Time.y * appendResult1 ), 0.0 , 0.0 ) ).xy ) * _NoisespeedXYNoisepowerZGlowpowerW.z );
- float T104 = uv0_Noise.w;
- float Fract113 = frac( T104 );
- float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
- float temp_output_89_0 = floor( T104 );
- // *** BEGIN Flipbook UV Animation vars ***
- // Total tiles of Flipbook Texture
- float fbtotaltiles107 = _TilingXY.x * _TilingXY.y;
- // Offsets for cols and rows of Flipbook Texture
- float fbcolsoffset107 = 1.0f / _TilingXY.x;
- float fbrowsoffset107 = 1.0f / _TilingXY.y;
- // Speed of animation
- float fbspeed107 = _Time[ 1 ] * 0.0;
- // UV Tiling (col and row offset)
- float2 fbtiling107 = float2(fbcolsoffset107, fbrowsoffset107);
- // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
- // Calculate current tile linear index
- float fbcurrenttileindex107 = round( fmod( fbspeed107 + temp_output_89_0, fbtotaltiles107) );
- fbcurrenttileindex107 += ( fbcurrenttileindex107 < 0) ? fbtotaltiles107 : 0;
- // Obtain Offset X coordinate from current tile linear index
- float fblinearindextox107 = round ( fmod ( fbcurrenttileindex107, _TilingXY.x ) );
- // Multiply Offset X by coloffset
- float fboffsetx107 = fblinearindextox107 * fbcolsoffset107;
- // Obtain Offset Y coordinate from current tile linear index
- float fblinearindextoy107 = round( fmod( ( fbcurrenttileindex107 - fblinearindextox107 ) / _TilingXY.x, _TilingXY.y ) );
- // Reverse Y to get tiles from Top to Bottom
- fblinearindextoy107 = (int)(_TilingXY.y-1) - fblinearindextoy107;
- // Multiply Offset Y by rowoffset
- float fboffsety107 = fblinearindextoy107 * fbrowsoffset107;
- // UV Offset
- float2 fboffset107 = float2(fboffsetx107, fboffsety107);
- // Flipbook UV
- half2 fbuv107 = uv0_MainTex * fbtiling107 + fboffset107;
- // *** END Flipbook UV Animation vars ***
- float4 temp_cast_2 = (_MotionAmount).xxxx;
- float4 temp_cast_3 = (( _MotionAmount * -1.0 )).xxxx;
- float4 temp_output_93_0 = (temp_cast_2 + (tex2D( _MotionVector, fbuv107 ) - float4( 0,0,0,0 )) * (temp_cast_3 - temp_cast_2) / (float4( 1,1,1,1 ) - float4( 0,0,0,0 )));
- float4 tex2DNode14 = tex2D( _MainTex, ( temp_output_9_0 + ( Fract113 * temp_output_93_0 ) + float4( fbuv107, 0.0 , 0.0 ) ).rg );
- float4 temp_cast_8 = (_MotionAmount).xxxx;
- float4 temp_cast_9 = (( _MotionAmount * -1.0 )).xxxx;
- float fbtotaltiles103 = _TilingXY.x * _TilingXY.y;
- float fbcolsoffset103 = 1.0f / _TilingXY.x;
- float fbrowsoffset103 = 1.0f / _TilingXY.y;
- float fbspeed103 = _Time[ 1 ] * 0.0;
- float2 fbtiling103 = float2(fbcolsoffset103, fbrowsoffset103);
- float fbcurrenttileindex103 = round( fmod( fbspeed103 + ( temp_output_89_0 + 1.0 ), fbtotaltiles103) );
- fbcurrenttileindex103 += ( fbcurrenttileindex103 < 0) ? fbtotaltiles103 : 0;
- float fblinearindextox103 = round ( fmod ( fbcurrenttileindex103, _TilingXY.x ) );
- float fboffsetx103 = fblinearindextox103 * fbcolsoffset103;
- float fblinearindextoy103 = round( fmod( ( fbcurrenttileindex103 - fblinearindextox103 ) / _TilingXY.x, _TilingXY.y ) );
- fblinearindextoy103 = (int)(_TilingXY.y-1) - fblinearindextoy103;
- float fboffsety103 = fblinearindextoy103 * fbrowsoffset103;
- float2 fboffset103 = float2(fboffsetx103, fboffsety103);
- half2 fbuv103 = uv0_MainTex * fbtiling103 + fboffset103;
- float4 tex2DNode60 = tex2D( _MainTex, ( temp_output_9_0 + ( ( Fract113 + -1.0 ) * temp_output_93_0 ) + float4( fbuv103, 0.0 , 0.0 ) ).rg );
- float4 lerpResult63 = lerp( tex2DNode14 , tex2DNode60 , Fract113);
- float4 temp_cast_12 = (_NoisespeedXYNoisepowerZGlowpowerW.w).xxxx;
- float4 temp_cast_13 = (10000.0).xxxx;
- float4 clampResult132 = clamp( ( _GlowColor * Emission57 * pow( abs( lerpResult63 ) , temp_cast_12 ) ) , float4( 0,0,0,0 ) , temp_cast_13 );
- float lerpResult65 = lerp( tex2DNode14.a , tex2DNode60.a , Fract113);
- float4 appendResult136 = (float4(( ( clampResult132 + lerpResult63 ) * _Color * i.color * _FinalEmission ).rgb , ( ( lerpResult65 * _Color.a * i.color.a ) * _Opacity )));
-
-
- fixed4 col = appendResult136;
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- }
-
-
-
-}
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