diff options
Diffstat (limited to 'Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader')
-rw-r--r-- | Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader | 333 |
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 + } + } + } + + + +} +/*ASEBEGIN +Version=17000 +7;29;1906;1004;2518.312;587.7371;1.915742;True;False +Node;AmplifyShaderEditor.CommentaryNode;130;-4097.669,-692.5529;Float;False;1464.114;475.897;Add some distortion to smoke texture;11;3;104;1;2;4;5;7;9;57;30;129;;1,1,1,1;0;0 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