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-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader306
1 files changed, 306 insertions, 0 deletions
diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader
new file mode 100644
index 00000000..3c1be99d
--- /dev/null
+++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader
@@ -0,0 +1,306 @@
+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