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, 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" +} +/*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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