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-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader148
1 files changed, 0 insertions, 148 deletions
diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader
deleted file mode 100644
index 1439dfe7..00000000
--- a/Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader
+++ /dev/null
@@ -1,148 +0,0 @@
-Shader "Hovl/Particles/Distortion"
-{
- Properties
- {
- _NormalMap("Normal Map", 2D) = "bump" {}
- _Distortionpower("Distortion power", Float) = 0.05
- _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
- }
-
- Category
- {
- SubShader
- {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off}
- GrabPass{ }
-
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_particles
- #include "UnityCG.cginc"
- uniform sampler2D_float _CameraDepthTexture;
- uniform float _InvFade;
- uniform sampler2D _GrabTexture;
- uniform sampler2D _NormalMap;
- uniform float4 _NormalMap_ST;
- uniform float _Distortionpower;
- uniform float4 _GrabTexture_TexelSize;
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float4 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float4 texcoord : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- #ifdef SOFTPARTICLES_ON
- float4 projPos : TEXCOORD3;
- #endif
- };
-
- v2f vert ( appdata_t v )
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- #ifdef SOFTPARTICLES_ON
- o.projPos = ComputeScreenPos (o.vertex);
- COMPUTE_EYEDEPTH(o.projPos.z);
- #endif
- o.color = v.color;
-
- #if UNITY_UV_STARTS_AT_TOP
- half scale = -1.0;
- #else
- half scale = 1.0;
- #endif
- o.texcoord.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
- o.texcoord.zw = o.vertex.w;
- #if UNITY_SINGLE_PASS_STEREO
- o.texcoord.xy = TransformStereoScreenSpaceTex(o.texcoord.xy, o.texcoord.w);
- #endif
- o.texcoord.z /= distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex));
- o.texcoord2 = TRANSFORM_TEX( v.texcoord, _NormalMap );
- return o;
- }
-
- fixed4 frag ( v2f i ) : SV_Target
- {
- #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));
- i.color.a *= fade;
- #endif
-
- half3 tex2DNode14 = UnpackNormal(tex2D( _NormalMap, i.texcoord2));
- half2 screenColor29 = tex2DNode14.rg;
- half clampResult89 = (abs(tex2DNode14.r) + abs(tex2DNode14.g) * 30) - 0.03;
- screenColor29 = screenColor29 * _GrabTexture_TexelSize.xy * _Distortionpower * i.color.a;
- i.texcoord.xy = screenColor29 * i.texcoord.z + i.texcoord.xy;
- half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.texcoord));
- col.a = saturate(col.a * clampResult89);
- return col;
- }
- ENDCG
- }
- }
- }
-}
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