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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, 333 insertions, 0 deletions
diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader
new file mode 100644
index 00000000..f4c580d6
--- /dev/null
+++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader
@@ -0,0 +1,333 @@
+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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