summaryrefslogtreecommitdiff
path: root/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_Fresnel.shader
diff options
context:
space:
mode:
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.shader160
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
- }
- }
- }
-}