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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, 193 insertions, 0 deletions
diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Ice.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Ice.shader
new file mode 100644
index 00000000..13709544
--- /dev/null
+++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Ice.shader
@@ -0,0 +1,193 @@
+// 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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+//CHKSM=35F30C205BEFC5EC96890C7BEDEDA12222E80165 \ No newline at end of file