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Diffstat (limited to 'Assets/Art/Vfx/Sword slash VFX/Shaders/SwordSlash.shader')
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Shaders/SwordSlash.shader280
1 files changed, 280 insertions, 0 deletions
diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/SwordSlash.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/SwordSlash.shader
new file mode 100644
index 00000000..7b87c65f
--- /dev/null
+++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/SwordSlash.shader
@@ -0,0 +1,280 @@
+Shader "Hovl/Particles/SwordSlash"
+{
+ Properties
+ {
+ _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+ _MainTexture("MainTexture", 2D) = "white" {}
+ _EmissionTex("EmissionTex", 2D) = "white" {}
+ _Opacity("Opacity", Float) = 20
+ _Dissolve("Dissolve", 2D) = "white" {}
+ _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
+ _Emission("Emission", Float) = 5
+ _Remap("Remap", Vector) = (-2,1,0,0)
+ _AddColor("Add Color", Color) = (0,0,0,0)
+ _Desaturation("Desaturation", Float) = 0
+ [HideInInspector] _texcoord( "", 2D ) = "white" {}
+ _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+ [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
+ }
+
+ 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
+ float4 ase_texcoord1 : TEXCOORD1;
+ };
+
+ 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
+ float4 ase_texcoord3 : TEXCOORD3;
+ };
+
+ #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 float4 _AddColor;
+ uniform float _Emission;
+ uniform sampler2D _EmissionTex;
+ uniform float4 _EmissionTex_ST;
+ uniform sampler2D _MainTexture;
+ uniform float4 _MainTexture_ST;
+ uniform float _Desaturation;
+ uniform float2 _Remap;
+ uniform float4 _SpeedMainTexUVNoiseZW;
+ uniform float _Opacity;
+ uniform sampler2D _Dissolve;
+ uniform float4 _Dissolve_ST;
+ uniform fixed _Usedepth;
+ uniform float _InvFade;
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+
+ v2f vert ( appdata_t v )
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.ase_texcoord3 = v.ase_texcoord1;
+
+ 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) / _InvFade);
+ lp *= lerp(1, fade, _Usedepth);
+ i.color.a *= lp;
+ #endif
+
+ float2 uv_EmissionTex = i.texcoord.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
+ float3 hsvTorgb46 = RGBToHSV( tex2D( _EmissionTex, uv_EmissionTex ).rgb );
+ float4 uv1_MainTexture = i.ase_texcoord3;
+ uv1_MainTexture.xy = i.ase_texcoord3.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
+ float3 hsvTorgb47 = HSVToRGB( float3(( hsvTorgb46.x + uv1_MainTexture.z ),hsvTorgb46.y,hsvTorgb46.z) );
+ float3 desaturateInitialColor42 = hsvTorgb47;
+ float desaturateDot42 = dot( desaturateInitialColor42, float3( 0.299, 0.587, 0.114 ));
+ float3 desaturateVar42 = lerp( desaturateInitialColor42, desaturateDot42.xxx, _Desaturation );
+ float2 _Vector2 = float2(0,1);
+ float3 temp_cast_1 = (_Vector2.x).xxx;
+ float3 temp_cast_2 = (_Vector2.y).xxx;
+ float3 temp_cast_3 = (_Remap.x).xxx;
+ float3 temp_cast_4 = (_Remap.y).xxx;
+ float3 clampResult37 = clamp( (temp_cast_3 + (desaturateVar42 - temp_cast_1) * (temp_cast_4 - temp_cast_3) / (temp_cast_2 - temp_cast_1)) , float3( 0,0,0 ) , float3( 1,1,1 ) );
+ float2 appendResult20 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
+ float2 panner31 = ( 1.0 * _Time.y * appendResult20 + uv1_MainTexture.xy);
+ float clampResult6 = clamp( ( tex2D( _MainTexture, panner31 ).a * _Opacity ) , 0.0 , 1.0 );
+ float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
+ float4 uv0_Dissolve = i.texcoord;
+ uv0_Dissolve.xy = i.texcoord.xy * _Dissolve_ST.xy + _Dissolve_ST.zw;
+ float2 panner9 = ( 1.0 * _Time.y * appendResult21 + uv0_Dissolve.xy);
+ float2 break55 = panner9;
+ float2 appendResult53 = (float2(break55.x , ( uv1_MainTexture.w + break55.y )));
+ float T27 = uv0_Dissolve.w;
+ float W18 = uv0_Dissolve.z;
+ float3 _Vector1 = float3(0.3,0,1);
+ float ifLocalVar23 = 0;
+ if( ( tex2D( _Dissolve, appendResult53 ).r * T27 ) >= W18 )
+ ifLocalVar23 = _Vector1.y;
+ else
+ ifLocalVar23 = _Vector1.z;
+ float4 appendResult3 = (float4(( ( _AddColor * i.color ) + ( _Emission * float4( clampResult37 , 0.0 ) * i.color ) ).rgb , ( i.color.a * clampResult6 * ifLocalVar23 )));
+
+
+ fixed4 col = appendResult3;
+ UNITY_APPLY_FOG(i.fogCoord, col);
+ return col;
+ }
+ ENDCG
+ }
+ }
+ }
+}
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