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-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader306
1 files changed, 0 insertions, 306 deletions
diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader
deleted file mode 100644
index 3c1be99d..00000000
--- a/Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader
+++ /dev/null
@@ -1,306 +0,0 @@
-Shader "Hovl/Particles/DissolveNoise"
-{
- Properties
- {
- _MainTex("MainTex", 2D) = "white" {}
- _TextureNoise("Texture Noise", 2D) = "white" {}
- _Dissolvenoise("Dissolve noise", 2D) = "white" {}
- _NoisespeedXYEmissonZPowerW("Noise speed XY / Emisson Z / Power W", Vector) = (0.5,0,2,1)
- _DissolvespeedXY("Dissolve speed XY", Vector) = (0,0,0,0)
- _Maincolor("Main color", Color) = (0.7609469,0.8547776,0.9433962,1)
- _Noisecolor("Noise color", Color) = (0.2470588,0.3012382,0.3607843,1)
- _Dissolvecolor("Dissolve color", Color) = (1,1,1,1)
- [Toggle]_Usetexturecolor("Use texture color", Float) = 0
- [Toggle]_Usetexturedissolve("Use texture dissolve", Float) = 0
- _Opacity("Opacity", Range( 0 , 1)) = 1
- [Toggle] _Usedepth ("Use depth?", Float ) = 0
- _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
- [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
- float4 ase_texcoord1 : TEXCOORD1;
- };
-
- 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
- float4 ase_texcoord3 : TEXCOORD3;
- };
-
- #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 _InvFade;
- uniform float _Usedepth;
- uniform float4 _NoisespeedXYEmissonZPowerW;
- uniform float _Usetexturecolor;
- uniform float4 _Maincolor;
- uniform float4 _Noisecolor;
- uniform sampler2D _TextureNoise;
- uniform sampler2D _Dissolvenoise;
- uniform float4 _Dissolvenoise_ST;
- uniform float4 _TextureNoise_ST;
- uniform float _Usetexturedissolve;
- uniform float4 _DissolvespeedXY;
- uniform float4 _Dissolvecolor;
- uniform float _Opacity;
-
- v2f vert ( appdata_t v )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.ase_texcoord3.xyz = v.ase_texcoord1.xyz;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord3.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 ) : 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 (_InvFade * (sceneZ-partZ));
- lp *= lerp(1, fade, _Usedepth);
- i.color.a *= lp;
- #endif
-
- float Emission59 = _NoisespeedXYEmissonZPowerW.z;
- float2 appendResult38 = (float2(_NoisespeedXYEmissonZPowerW.x , _NoisespeedXYEmissonZPowerW.y));
- float3 uv1_Dissolvenoise = i.ase_texcoord3.xyz;
- uv1_Dissolvenoise.xy = i.ase_texcoord3.xyz.xy * _Dissolvenoise_ST.xy + _Dissolvenoise_ST.zw;
- float W120 = uv1_Dissolvenoise.z;
- float4 uv0_TextureNoise = i.texcoord;
- uv0_TextureNoise.xy = i.texcoord.xy * _TextureNoise_ST.xy + _TextureNoise_ST.zw;
- float2 panner39 = ( 1.0 * _Time.y * appendResult38 + ( W120 + float2( 0.2,0.4 ) + (uv0_TextureNoise).xy ));
- float Noisepower63 = _NoisespeedXYEmissonZPowerW.w;
- float4 temp_cast_0 = (Noisepower63).xxxx;
- float4 clampResult11 = clamp( ( pow( tex2D( _TextureNoise, panner39 ) , temp_cast_0 ) * Noisepower63 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
- float4 lerpResult8 = lerp( _Maincolor , _Noisecolor , clampResult11);
- float2 appendResult109 = (float2(_DissolvespeedXY.x , _DissolvespeedXY.y));
- float2 panner111 = ( 1.0 * _Time.y * appendResult109 + ( (uv1_Dissolvenoise).xy + W120 ));
- float4 tex2DNode91 = tex2D( _Dissolvenoise, panner111 );
- float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
- float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex );
- float mainTexr123 = tex2DNode4.r;
- float temp_output_88_0 = step( lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) , uv0_TextureNoise.z );
- float4 temp_output_93_0 = ( lerpResult8 * ( 1.0 - temp_output_88_0 ) );
- float clampResult87 = clamp( ( (-4.0 + (( (-0.65 + (( 1.0 - uv0_TextureNoise.z ) - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)) + lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) ) - 0.0) * (7.0 - -4.0) / (1.0 - 0.0)) * 3.0 ) , 0.0 , 1.0 );
- float4 lerpResult92 = lerp( lerp(temp_output_93_0,( temp_output_93_0 * tex2DNode4 ),_Usetexturecolor) , lerp(_Dissolvecolor,( _Dissolvecolor * tex2DNode4 ),_Usetexturecolor) , ( clampResult87 * temp_output_88_0 ));
- float clampResult99 = clamp( (-15.0 + (( lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) + (-0.65 + (uv0_TextureNoise.w - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)) ) - 0.0) * (15.0 - -15.0) / (1.0 - 0.0)) , 0.0 , 1.0 );
- float4 appendResult2 = (float4((( Emission59 * lerpResult92 * i.color )).rgb , ( i.color.a * tex2DNode4.a * clampResult99 * _Opacity )));
-
- fixed4 col = appendResult2;
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- }
-}
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-WireConnection;103;0;40;3
-WireConnection;91;1;111;0
-WireConnection;125;0;91;1
-WireConnection;125;1;124;0
-WireConnection;89;0;103;0
-WireConnection;9;0;3;0
-WireConnection;9;1;64;0
-WireConnection;84;0;89;0
-WireConnection;12;0;9;0
-WireConnection;12;1;64;0
-WireConnection;122;0;91;1
-WireConnection;122;1;125;0
-WireConnection;104;0;40;3
-WireConnection;88;0;122;0
-WireConnection;88;1;104;0
-WireConnection;11;0;12;0
-WireConnection;85;0;84;0
-WireConnection;85;1;122;0
-WireConnection;8;0;6;0
-WireConnection;8;1;7;0
-WireConnection;8;2;11;0
-WireConnection;94;0;88;0
-WireConnection;86;0;85;0
-WireConnection;93;0;8;0
-WireConnection;93;1;94;0
-WireConnection;102;0;40;4
-WireConnection;97;0;86;0
-WireConnection;126;0;122;0
-WireConnection;87;0;97;0
-WireConnection;74;0;93;0
-WireConnection;74;1;4;0
-WireConnection;80;0;95;0
-WireConnection;80;1;4;0
-WireConnection;101;0;102;0
-WireConnection;75;0;93;0
-WireConnection;75;1;74;0
-WireConnection;76;0;95;0
-WireConnection;76;1;80;0
-WireConnection;90;0;87;0
-WireConnection;90;1;88;0
-WireConnection;100;0;126;0
-WireConnection;100;1;101;0
-WireConnection;59;0;37;3
-WireConnection;92;0;75;0
-WireConnection;92;1;76;0
-WireConnection;92;2;90;0
-WireConnection;98;0;100;0
-WireConnection;58;0;60;0
-WireConnection;58;1;92;0
-WireConnection;58;2;57;0
-WireConnection;99;0;98;0
-WireConnection;5;0;58;0
-WireConnection;41;0;57;4
-WireConnection;41;1;4;4
-WireConnection;41;2;99;0
-WireConnection;41;3;127;0
-WireConnection;2;0;5;0
-WireConnection;2;3;41;0
-WireConnection;116;0;2;0
-ASEEND*/
-//CHKSM=1CE1EE6B6A3D0D28DFE1537BFEC0A364D30C2704 \ No newline at end of file