diff options
Diffstat (limited to 'Assets/Art/Vfx/Sword slash VFX/Shaders/Ice.shader')
-rw-r--r-- | Assets/Art/Vfx/Sword slash VFX/Shaders/Ice.shader | 193 |
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" -} -/*ASEBEGIN -Version=16800 -472;260;1307;708;2207.37;806.9595;2.601362;True;False -Node;AmplifyShaderEditor.RangedFloatNode;12;-1419.196,89.45203;Float;False;Property;_ColorPosition;Color Position;3;0;Create;True;0;0;False;0;0.35;0.35;0;1;0;1;FLOAT;0 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