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Diffstat (limited to 'Assets/Art/Vfx/Sword slash VFX/Shaders/Ice.shader')
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Shaders/Ice.shader193
1 files changed, 0 insertions, 193 deletions
diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Ice.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Ice.shader
deleted file mode 100644
index 13709544..00000000
--- a/Assets/Art/Vfx/Sword slash VFX/Shaders/Ice.shader
+++ /dev/null
@@ -1,193 +0,0 @@
-// Made with Amplify Shader Editor
-// Available at the Unity Asset Store - http://u3d.as/y3X
-Shader "Hovl/Particles/Ice"
-{
- Properties
- {
- _MainTex("Main Tex", 2D) = "white" {}
- _Color("Color", Color) = (0.02352941,0.2055747,1,1)
- _UpColor("Up Color", Color) = (0.4575472,0.7381514,1,1)
- _ColorPosition("Color Position", Range( 0 , 1)) = 0.35
- _Emission("Emission", Float) = 1
- [HDR]_FresnelColor("Fresnel Color", Color) = (1,1,1,1)
- _FresnelPower("Fresnel Power", Float) = 6
- _FresnelScale("Fresnel Scale", Float) = 1
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
-
- SubShader
- {
- Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
- Cull Back
- CGINCLUDE
- #include "UnityPBSLighting.cginc"
- #include "Lighting.cginc"
- #pragma target 3.0
- struct Input
- {
- float2 uv_texcoord;
- float3 worldNormal;
- float3 worldPos;
- float4 vertexColor : COLOR;
- };
-
- uniform sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- uniform float4 _Color;
- uniform float4 _UpColor;
- uniform float _ColorPosition;
- uniform float _FresnelScale;
- uniform float _FresnelPower;
- uniform float4 _FresnelColor;
- uniform float _Emission;
-
- void surf( Input i , inout SurfaceOutput o )
- {
- float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
- float3 ase_worldNormal = i.worldNormal;
- float3 ase_vertexNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
- float4 lerpResult9 = lerp( _Color , _UpColor , saturate( ( ase_vertexNormal.y + (-1.0 + (_ColorPosition - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ));
- float3 ase_worldPos = i.worldPos;
- float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
- float fresnelNdotV1 = dot( ase_worldNormal, ase_worldViewDir );
- float fresnelNode1 = ( 0.0 + _FresnelScale * pow( 1.0 - fresnelNdotV1, _FresnelPower ) );
- float temp_output_49_0 = saturate( fresnelNode1 );
- float4 temp_output_22_0 = ( ( ( tex2D( _MainTex, uv_MainTex ) * lerpResult9 * ( 1.0 - temp_output_49_0 ) ) + ( temp_output_49_0 * _FresnelColor ) ) * i.vertexColor );
- o.Albedo = temp_output_22_0.rgb;
- o.Emission = ( temp_output_22_0 * _Emission ).rgb;
- o.Alpha = i.vertexColor.a;
- }
-
- ENDCG
- CGPROGRAM
- #pragma surface surf Lambert alpha:fade keepalpha fullforwardshadows noshadow
-
- ENDCG
- Pass
- {
- Name "ShadowCaster"
- Tags{ "LightMode" = "ShadowCaster" }
- ZWrite On
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma multi_compile_shadowcaster
- #pragma multi_compile UNITY_PASS_SHADOWCASTER
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #include "HLSLSupport.cginc"
- #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
- #define CAN_SKIP_VPOS
- #endif
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- sampler3D _DitherMaskLOD;
- struct v2f
- {
- V2F_SHADOW_CASTER;
- float2 customPack1 : TEXCOORD1;
- float3 worldPos : TEXCOORD2;
- float3 worldNormal : TEXCOORD3;
- half4 color : COLOR0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- v2f vert( appdata_full v )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID( v );
- UNITY_INITIALIZE_OUTPUT( v2f, o );
- UNITY_TRANSFER_INSTANCE_ID( v, o );
- Input customInputData;
- float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
- half3 worldNormal = UnityObjectToWorldNormal( v.normal );
- o.worldNormal = worldNormal;
- o.customPack1.xy = customInputData.uv_texcoord;
- o.customPack1.xy = v.texcoord;
- o.worldPos = worldPos;
- TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
- o.color = v.color;
- return o;
- }
- half4 frag( v2f IN) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- Input surfIN;
- UNITY_INITIALIZE_OUTPUT( Input, surfIN );
- surfIN.uv_texcoord = IN.customPack1.xy;
- float3 worldPos = IN.worldPos;
- half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
- surfIN.worldPos = worldPos;
- surfIN.worldNormal = IN.worldNormal;
- surfIN.vertexColor = IN.color;
- SurfaceOutput o;
- UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
- surf( surfIN, o );
- #if defined( CAN_SKIP_VPOS )
- float2 vpos = IN.pos;
- #endif
- half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
- clip( alphaRef - 0.01 );
- SHADOW_CASTER_FRAGMENT( IN )
- }
- ENDCG
- }
- }
- Fallback "Diffuse"
-}
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