diff options
Diffstat (limited to 'Assets/Art/Vfx/Sword slash VFX/Shaders')
22 files changed, 2831 insertions, 0 deletions
diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_CenterGlow.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_CenterGlow.shader new file mode 100644 index 00000000..b31eb35e --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_CenterGlow.shader @@ -0,0 +1,239 @@ +Shader "Hovl/Particles/Add_CenterGlow" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Noise("Noise", 2D) = "white" {} + _Flow("Flow", 2D) = "white" {} + _Mask("Mask", 2D) = "white" {} + _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) + _DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0) + _Emission("Emission", Float) = 2 + _Color("Color", Color) = (0.5,0.5,0.5,1) + [Toggle]_Usecenterglow("Use center glow?", Float) = 0 + [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 + _Depthpower ("Depth power", Float ) = 1 + [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0 + [Enum(One,1,OneMinuSrcAlpha,6)] _Blend2 ("Blend mode subset", Float) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + } + + Category + { + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend One[_Blend2] + ColorMask RGB + Cull[_CullMode] + 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 + + }; + + 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 + }; + + #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 sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _Usecenterglow; + uniform float4 _SpeedMainTexUVNoiseZW; + uniform sampler2D _Flow; + uniform float4 _DistortionSpeedXYPowerZ; + uniform float4 _Flow_ST; + uniform sampler2D _Mask; + uniform float4 _Mask_ST; + uniform sampler2D _Noise; + uniform float4 _Noise_ST; + uniform float4 _Color; + uniform float _Emission; + uniform fixed _Usedepth; + uniform float _Depthpower; + + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + 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) / _Depthpower); + lp *= lerp(1, fade, _Usedepth); + i.color.a *= lp; + #endif + + float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); + float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex); + float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); + float3 uv0_Flow = i.texcoord.xyz; + uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw; + float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy); + float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw; + float4 tex2DNode33 = tex2D( _Mask, uv_Mask ); + float Flowpower102 = _DistortionSpeedXYPowerZ.z; + float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) ); + float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); + float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise); + float4 tex2DNode14 = tex2D( _Noise, panner108 ); + float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a ); + float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx; + float4 clampResult38 = clamp( ( tex2DNode33 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); + float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); + + + fixed4 col = ( lerp(temp_output_30_0,( temp_output_30_0 * clampResult40 ),_Usecenterglow) * _Emission ); + UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,1)); + return col; + } + ENDCG + } + } + } +} +/*ASEBEGIN +Version=16700 +696;164;1906;1004;2971.996;633.0641;2.191415;True;False +Node;AmplifyShaderEditor.CommentaryNode;104;-4130.993,490.5418;Float;False;1910.996;537.6462;Texture distortion;12;91;33;100;102;99;94;95;103;92;59;98;110;;1,1,1,1;0;0 +Node;AmplifyShaderEditor.Vector4Node;99;-3968.293,619.481;Float;False;Property;_DistortionSpeedXYPowerZ;Distortion Speed XY Power Z;5;0;Create;True;0;0;False;0;0,0,0,0;0,0,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.TextureCoordinatesNode;98;-3920.299,848.9976;Float;False;0;91;3;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.DynamicAppendNode;100;-3535.482,654.5021;Float;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 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\ No newline at end of file diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_CenterGlow.shader.meta b/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_CenterGlow.shader.meta new file mode 100644 index 00000000..274a1d11 --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_CenterGlow.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bd6af5d577c618947b73aa60db554e51 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_Fresnel.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_Fresnel.shader new file mode 100644 index 00000000..893da7d2 --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_Fresnel.shader @@ -0,0 +1,160 @@ +Shader "Hovl/Particles/Add_Fresnel" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Noise("Noise", 2D) = "white" {} + _Color("Color", Color) = (0.5,0.5,0.5,1) + _Emission("Emission", Float) = 2 + _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) + _Flow("Flow", 2D) = "white" {} + _Mask("Mask", 2D) = "white" {} + _Distortionpower("Distortion power", Float) = 0.2 + _Fresnelscale("Fresnel scale", Float) = 3 + _Fresnelpower("Fresnel power", Float) = 3 + _Depthpower("Depth power", Float) = 0.2 + [Toggle]_Useonlycolor("Use only color", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + } + + 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 + float3 ase_normal : NORMAL; + }; + + 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_OUTPUT_STEREO + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + //float4 ase_texcoord5 : TEXCOORD5; + }; + + uniform sampler2D _MainTex; + uniform fixed4 _TintColor; + uniform float4 _MainTex_ST; + uniform sampler2D_float _CameraDepthTexture; + uniform float _Useonlycolor; + uniform float4 _SpeedMainTexUVNoiseZW; + uniform sampler2D _Mask; + uniform float4 _Mask_ST; + uniform sampler2D _Flow; + uniform float4 _Flow_ST; + uniform float _Distortionpower; + uniform sampler2D _Noise; + uniform float4 _Noise_ST; + uniform float4 _Color; + uniform float _Emission; + uniform float _Fresnelscale; + uniform float _Fresnelpower; + uniform float _Depthpower; + + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + float3 ase_worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + o.ase_texcoord3.xyz = ase_worldPos; + float3 ase_worldNormal = UnityObjectToWorldNormal(v.ase_normal); + o.ase_texcoord4.xyz = ase_worldNormal; + float4 ase_clipPos = UnityObjectToClipPos(v.vertex); + float4 screenPos = ComputeScreenPos(ase_clipPos); + //o.ase_texcoord5 = screenPos; + + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord3.w = 0; + o.ase_texcoord4.w = 0; + + 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 , half ase_vface : VFACE ) : SV_Target + { + float fade = 1; + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + fade = saturate (_Depthpower * (sceneZ-partZ)); + #endif + + float2 appendResult186 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); + float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw; + float2 appendResult177 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); + float3 uv_Flow = i.texcoord.xyz; + uv_Flow.xy = i.texcoord.xyz.xy * _Flow_ST.xy + _Flow_ST.zw; + float4 tex2DNode203 = tex2D( _MainTex, ( ( ( appendResult186 * _Time.y ) + uv_MainTex ) - ( (( tex2D( _Mask, uv_Mask ) * tex2D( _Flow, ( ( _Time.y * appendResult177 ) + (uv_Flow).xy ) ) )).rg * _Distortionpower ) ) ); + float2 uv_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float4 tex2DNode211 = tex2D( _Noise, uv_Noise ); + float w199 = (1.0 + (uv_Flow.z - 0.0) * (128.0 - 1.0) / (1.0 - 0.0)); + float4 temp_cast_3 = (tex2DNode203.a).xxxx; + float div207=256.0/float((int)w199); + float4 posterize207 = ( floor( temp_cast_3 * div207 ) / div207 ); + float opac215 = (posterize207).a; + float3 ase_worldPos = i.ase_texcoord3.xyz; + float3 ase_worldViewDir = UnityWorldSpaceViewDir(ase_worldPos); + ase_worldViewDir = normalize(ase_worldViewDir); + float3 ase_worldNormal = i.ase_texcoord4.xyz; + float fresnelNdotV187 = dot( ase_worldNormal, ase_worldViewDir ); + float fresnelNode187 = ( 0.0 + _Fresnelscale * pow( 1.0 - fresnelNdotV187, _Fresnelpower ) ); + float clampResult193 = clamp( fresnelNode187 , 0.0 , 1.0 ); + float switchResult206 = (((ase_vface>0)?(clampResult193):(0.0))); + float clampResult202 = clamp( fade , 0.0 , 1.0 ); + float clampResult214 = clamp( ( (1.0 + (clampResult202 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) - switchResult206 ) , 0.0 , 1.0 ); + float4 appendResult224 = (float4(( lerp(float4( (( tex2DNode203 * tex2DNode211 * _Color * i.color )).rgb , 0.0 ),_Color,_Useonlycolor) * _Emission ).rgb , ( opac215 * tex2DNode211.a * _Color.a * i.color.a * ( switchResult206 + clampResult214 ) ))); + fixed4 col = appendResult224; + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + } + } +} diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_Fresnel.shader.meta b/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_Fresnel.shader.meta new file mode 100644 index 00000000..4a0394a6 --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Add_Fresnel.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 65ebf61e1c6310c4aa8065768071beff +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/BlendDistort.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/BlendDistort.shader new file mode 100644 index 00000000..cc6c551c --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/BlendDistort.shader @@ -0,0 +1,304 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Hovl/Particles/BlendDistort" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Noise("Noise", 2D) = "white" {} + _Flow("Flow", 2D) = "white" {} + _Mask("Mask", 2D) = "white" {} + _NormalMap("NormalMap", 2D) = "bump" {} + _Color("Color", Color) = (0.5,0.5,0.5,1) + _Distortionpower("Distortion power", Float) = 0 + _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) + _DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0) + _Emission("Emission", Float) = 2 + _Opacity("Opacity", Range( 0 , 3)) = 1 + [Toggle]_Usedepth("Use depth?", Float) = 1 + [Toggle]_Softedges("Soft edges", Float) = 0 + _Depthpower("Depth power", Float) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] _tex4coord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } + Cull Off + GrabPass{ } + CGPROGRAM + #include "UnityStandardUtils.cginc" + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #pragma target 3.5 + #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) + #define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex); + #else + #define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex) + #endif + #pragma surface surf Unlit alpha:fade keepalpha noshadow + #undef TRANSFORM_TEX + #define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w) + struct Input + { + float2 uv_texcoord; + float4 screenPos; + float4 uv_tex4coord; + float4 vertexColor : COLOR; + float3 worldNormal; + float3 viewDir; + }; + + ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture ) + uniform float _Distortionpower; + uniform sampler2D _NormalMap; + uniform float4 _SpeedMainTexUVNoiseZW; + uniform float4 _NormalMap_ST; + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform sampler2D _Flow; + uniform float4 _DistortionSpeedXYPowerZ; + uniform float4 _Flow_ST; + uniform sampler2D _Mask; + uniform float4 _Mask_ST; + uniform sampler2D _Noise; + uniform float4 _Noise_ST; + uniform float4 _Color; + uniform float _Emission; + uniform float _Opacity; + uniform float _Softedges; + uniform float _Usedepth; + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + uniform float4 _CameraDepthTexture_TexelSize; + uniform float _Depthpower; + + + inline float4 ASE_ComputeGrabScreenPos( float4 pos ) + { + #if UNITY_UV_STARTS_AT_TOP + float scale = -1.0; + #else + float scale = 1.0; + #endif + float4 o = pos; + o.y = pos.w * 0.5f; + o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; + return o; + } + + + inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) + { + return half4 ( 0, 0, 0, s.Alpha ); + } + + void surf( Input i , inout SurfaceOutput o ) + { + float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); + float2 uv0_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; + float2 panner146 = ( 1.0 * _Time.y * appendResult22 + uv0_NormalMap); + float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); + float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ase_screenPos ); + float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; + float4 screenColor132 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,( float4( UnpackScaleNormal( tex2D( _NormalMap, panner146 ), _Distortionpower ) , 0.0 ) + ase_grabScreenPosNorm ).xy); + float3 temp_output_128_0 = (screenColor132).rgb; + float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); + float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; + float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex); + float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); + float4 uv0_Flow = i.uv_tex4coord; + uv0_Flow.xy = i.uv_tex4coord.xy * _Flow_ST.xy + _Flow_ST.zw; + float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy); + float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw; + float Flowpower102 = _DistortionSpeedXYPowerZ.z; + float4 tex2DNode13 = tex2D( _MainTex, ( float4( panner107, 0.0 , 0.0 ) - ( ( tex2D( _Flow, panner110 ) * tex2D( _Mask, uv_Mask ) ) * Flowpower102 ) ).rg ); + float2 uv0_Noise = i.uv_texcoord * _Noise_ST.xy + _Noise_ST.zw; + float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise); + float2 appendResult160 = (float2(uv0_Flow.w , 0.0)); + float4 tex2DNode14 = tex2D( _Noise, ( panner108 + appendResult160 ) ); + float temp_output_88_0 = ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.vertexColor.a * _Opacity ); + float3 temp_output_140_0 = (( ( tex2DNode13 * tex2DNode14 * _Color * i.vertexColor ) * _Emission * temp_output_88_0 )).rgb; + float W158 = uv0_Flow.z; + float3 lerpResult157 = lerp( ( temp_output_128_0 + temp_output_140_0 ) , ( temp_output_128_0 * temp_output_140_0 ) , W158); + o.Emission = lerpResult157; + float temp_output_151_0 = saturate( temp_output_88_0 ); + float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float screenDepth134 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); + float distanceDepth134 = abs( ( screenDepth134 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _Depthpower ) ); + float3 ase_worldNormal = i.worldNormal; + float dotResult163 = dot( ase_worldNormal , i.viewDir ); + float temp_output_185_0 = ( pow( dotResult163 , 3.0 ) * 5.0 ); + float dotResult171 = dot( ase_worldNormal , i.viewDir ); + float lerpResult181 = lerp( temp_output_185_0 , (0.0 + (temp_output_185_0 - 0.0) * (1.0 - 0.0) / (-1.0 - 0.0)) , 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\ No newline at end of file diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/BlendDistort.shader.meta b/Assets/Art/Vfx/Sword slash VFX/Shaders/BlendDistort.shader.meta new file mode 100644 index 00000000..68176b7a --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/BlendDistort.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ca825309dbbb03640874997c5db5cb48 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Blend_CenterGlow.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Blend_CenterGlow.shader new file mode 100644 index 00000000..f2deef73 --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Blend_CenterGlow.shader @@ -0,0 +1,245 @@ +Shader "Hovl/Particles/Blend_CenterGlow" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Noise("Noise", 2D) = "white" {} + _Flow("Flow", 2D) = "white" {} + _Mask("Mask", 2D) = "white" {} + _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) + _DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0) + _Emission("Emission", Float) = 2 + _Color("Color", Color) = (0.5,0.5,0.5,1) + _Opacity("Opacity", Range( 0 , 3)) = 1 + [Toggle]_Usecenterglow("Use center glow?", Float) = 0 + [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 + _Depthpower ("Depth power", Float ) = 1 + [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + } + + Category + { + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + Cull[_CullMode] + 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 + + }; + + 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 + }; + + #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 sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _Usecenterglow; + uniform float4 _SpeedMainTexUVNoiseZW; + uniform sampler2D _Flow; + uniform float4 _DistortionSpeedXYPowerZ; + uniform float4 _Flow_ST; + uniform sampler2D _Mask; + uniform float4 _Mask_ST; + uniform sampler2D _Noise; + uniform float4 _Noise_ST; + uniform float4 _Color; + uniform float _Emission; + uniform float _Opacity; + uniform fixed _Usedepth; + uniform float _Depthpower; + + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + 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) / _Depthpower); + lp *= lerp(1, fade, _Usedepth); + i.color.a *= lp; + #endif + + float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); + float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex); + float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); + float3 uv0_Flow = i.texcoord.xyz; + uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw; + float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy); + float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw; + float4 tex2DNode33 = tex2D( _Mask, uv_Mask ); + float Flowpower102 = _DistortionSpeedXYPowerZ.z; + float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) ); + float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); + float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise); + float4 tex2DNode14 = tex2D( _Noise, panner108 ); + float3 temp_output_78_0 = (( tex2DNode13 * tex2DNode14 * _Color * i.color )).rgb; + float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx; + float4 clampResult38 = tex2DNode33 - temp_cast_0; + float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); + float4 appendResult87 = (float4(( lerp(temp_output_78_0,( temp_output_78_0 * (clampResult40).rgb ),_Usecenterglow) * _Emission ) , ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a * _Opacity ))); + fixed4 col = appendResult87; + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + } + } +} +/*ASEBEGIN +Version=16900 +539;113;1213;901;2980.863;-333.0655;1.454142;True;False +Node;AmplifyShaderEditor.CommentaryNode;104;-4130.993,490.5418;Float;False;1910.996;537.6462;Texture distortion;12;91;33;100;102;99;94;95;103;92;59;98;110;;1,1,1,1;0;0 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\ No newline at end of file diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Blend_CenterGlow.shader.meta b/Assets/Art/Vfx/Sword slash VFX/Shaders/Blend_CenterGlow.shader.meta new file mode 100644 index 00000000..4f4dc4a5 --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Blend_CenterGlow.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b68b99c2e57cef4419465c63c527201b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Blend_TwoSides.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Blend_TwoSides.shader new file mode 100644 index 00000000..1298649e --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Blend_TwoSides.shader @@ -0,0 +1,201 @@ +Shader "Hovl/Particles/Blend_TwoSides" +{ + Properties + { + _Cutoff( "Mask Clip Value", Float ) = 0.5 + _MainTex("Main Tex", 2D) = "white" {} + _Mask("Mask", 2D) = "white" {} + _Noise("Noise", 2D) = "white" {} + _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) + _FrontFacesColor("Front Faces Color", Color) = (0,0.2313726,1,1) + _BackFacesColor("Back Faces Color", Color) = (0.1098039,0.4235294,1,1) + _Emission("Emission", Float) = 2 + [Toggle]_UseFresnel("Use Fresnel?", Float) = 1 + [Toggle]_SeparateFresnel("SeparateFresnel", Float) = 0 + _SeparateEmission("Separate Emission", Float) = 2 + _FresnelColor("Fresnel Color", Color) = (1,1,1,1) + _Fresnel("Fresnel", Float) = 1 + _FresnelEmission("Fresnel Emission", Float) = 1 + [Toggle]_UseCustomData("Use Custom Data?", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] _tex4coord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "TransparentCutout" "Queue" = "Transparent+0" "IsEmissive" = "true" "PreviewType"="Plane" } + Cull Off + Blend SrcAlpha OneMinusSrcAlpha + CGPROGRAM + #include "UnityShaderVariables.cginc" + //#pragma target 3.0 + #pragma surface surf Unlit keepalpha noshadow + #undef TRANSFORM_TEX + #define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w) + struct Input + { + float3 worldPos; + float3 worldNormal; + float3 viewDir; + float4 vertexColor : COLOR; + float2 uv_texcoord; + float4 uv_tex4coord; + }; + + uniform float _SeparateFresnel; + uniform float _UseFresnel; + uniform float4 _FrontFacesColor; + uniform float _Fresnel; + uniform float _FresnelEmission; + uniform float4 _FresnelColor; + uniform float4 _BackFacesColor; + uniform float _Emission; + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float4 _SpeedMainTexUVNoiseZW; + uniform float _SeparateEmission; + uniform sampler2D _Mask; + uniform float4 _Mask_ST; + uniform sampler2D _Noise; + uniform float4 _Noise_ST; + uniform float _UseCustomData; + uniform float _Cutoff = 0.5; + + inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) + { + return half4 ( 0, 0, 0, s.Alpha ); + } + + void surf( Input i , inout SurfaceOutput o ) + { + float3 ase_worldPos = i.worldPos; + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + float3 ase_worldNormal = i.worldNormal; + float fresnelNdotV95 = dot( ase_worldNormal, ase_worldViewDir ); + float fresnelNode95 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV95, _Fresnel ) ); + float dotResult87 = dot( ase_worldNormal , i.viewDir ); + float4 lerpResult91 = lerp( lerp(_FrontFacesColor,( ( _FrontFacesColor * ( 1.0 - fresnelNode95 ) ) + ( _FresnelEmission * _FresnelColor * fresnelNode95 ) ),_UseFresnel) , _BackFacesColor , (1.0 + (sign( dotResult87 ) - -1.0) * (0.0 - 1.0) / (1.0 - -1.0))); + float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; + float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); + float4 tex2DNode105 = tex2D( _MainTex, ( uv0_MainTex + ( appendResult21 * _Time.y ) ) ); + o.Emission = lerp(( lerpResult91 * _Emission * i.vertexColor * i.vertexColor.a * tex2DNode105 ),( ( lerpResult91 + ( _FresnelColor * tex2DNode105 * _SeparateEmission ) ) * _Emission * i.vertexColor * i.vertexColor.a ),_SeparateFresnel).rgb; + o.Alpha = 1; + float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw; + float4 uv0_Noise = i.uv_tex4coord; + uv0_Noise.xy = i.uv_tex4coord.xy * _Noise_ST.xy + _Noise_ST.zw; + float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); + clip( ( tex2D( _Mask, uv_Mask ) * tex2D( _Noise, ( (uv0_Noise).xy + ( _Time.y * appendResult22 ) + uv0_Noise.w ) ) * lerp(1.0,uv0_Noise.z,_UseCustomData) ).r - _Cutoff ); + } + ENDCG + } +} +/*ASEBEGIN +Version=17000 +754;92;807;655;1574.913;1223.073;3.37946;True;False +Node;AmplifyShaderEditor.RangedFloatNode;96;-1332.484,-144.2664;Float;False;Property;_Fresnel;Fresnel;12;0;Create;True;0;0;False;0;1;1;0;0;0;1;FLOAT;0 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\ No newline at end of file diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Blend_TwoSides.shader.meta b/Assets/Art/Vfx/Sword slash VFX/Shaders/Blend_TwoSides.shader.meta new file mode 100644 index 00000000..cb82f063 --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Blend_TwoSides.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 56bedbcbfe68e1345a5e87fe73790dab +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader new file mode 100644 index 00000000..3c1be99d --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader @@ -0,0 +1,306 @@ +Shader "Hovl/Particles/DissolveNoise" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _TextureNoise("Texture Noise", 2D) = "white" {} + _Dissolvenoise("Dissolve noise", 2D) = "white" {} + _NoisespeedXYEmissonZPowerW("Noise speed XY / Emisson Z / Power W", Vector) = (0.5,0,2,1) + _DissolvespeedXY("Dissolve speed XY", Vector) = (0,0,0,0) + _Maincolor("Main color", Color) = (0.7609469,0.8547776,0.9433962,1) + _Noisecolor("Noise color", Color) = (0.2470588,0.3012382,0.3607843,1) + _Dissolvecolor("Dissolve color", Color) = (1,1,1,1) + [Toggle]_Usetexturecolor("Use texture color", Float) = 0 + [Toggle]_Usetexturedissolve("Use texture dissolve", Float) = 0 + _Opacity("Opacity", Range( 0 , 1)) = 1 + [Toggle] _Usedepth ("Use depth?", Float ) = 0 + _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + } + + 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 sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _InvFade; + uniform float _Usedepth; + uniform float4 _NoisespeedXYEmissonZPowerW; + uniform float _Usetexturecolor; + uniform float4 _Maincolor; + uniform float4 _Noisecolor; + uniform sampler2D _TextureNoise; + uniform sampler2D _Dissolvenoise; + uniform float4 _Dissolvenoise_ST; + uniform float4 _TextureNoise_ST; + uniform float _Usetexturedissolve; + uniform float4 _DissolvespeedXY; + uniform float4 _Dissolvecolor; + uniform float _Opacity; + + 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.xyz = v.ase_texcoord1.xyz; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord3.w = 0; + + 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 (_InvFade * (sceneZ-partZ)); + lp *= lerp(1, fade, _Usedepth); + i.color.a *= lp; + #endif + + float Emission59 = _NoisespeedXYEmissonZPowerW.z; + float2 appendResult38 = (float2(_NoisespeedXYEmissonZPowerW.x , _NoisespeedXYEmissonZPowerW.y)); + float3 uv1_Dissolvenoise = i.ase_texcoord3.xyz; + uv1_Dissolvenoise.xy = i.ase_texcoord3.xyz.xy * _Dissolvenoise_ST.xy + _Dissolvenoise_ST.zw; + float W120 = uv1_Dissolvenoise.z; + float4 uv0_TextureNoise = i.texcoord; + uv0_TextureNoise.xy = i.texcoord.xy * _TextureNoise_ST.xy + _TextureNoise_ST.zw; + float2 panner39 = ( 1.0 * _Time.y * appendResult38 + ( W120 + float2( 0.2,0.4 ) + (uv0_TextureNoise).xy )); + float Noisepower63 = _NoisespeedXYEmissonZPowerW.w; + float4 temp_cast_0 = (Noisepower63).xxxx; + float4 clampResult11 = clamp( ( pow( tex2D( _TextureNoise, panner39 ) , temp_cast_0 ) * Noisepower63 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); + float4 lerpResult8 = lerp( _Maincolor , _Noisecolor , clampResult11); + float2 appendResult109 = (float2(_DissolvespeedXY.x , _DissolvespeedXY.y)); + float2 panner111 = ( 1.0 * _Time.y * appendResult109 + ( (uv1_Dissolvenoise).xy + W120 )); + float4 tex2DNode91 = tex2D( _Dissolvenoise, panner111 ); + float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex ); + float mainTexr123 = tex2DNode4.r; + float temp_output_88_0 = step( lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) , uv0_TextureNoise.z ); + float4 temp_output_93_0 = ( lerpResult8 * ( 1.0 - temp_output_88_0 ) ); + float clampResult87 = clamp( ( (-4.0 + (( (-0.65 + (( 1.0 - uv0_TextureNoise.z ) - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)) + lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) ) - 0.0) * (7.0 - -4.0) / (1.0 - 0.0)) * 3.0 ) , 0.0 , 1.0 ); + float4 lerpResult92 = lerp( lerp(temp_output_93_0,( temp_output_93_0 * tex2DNode4 ),_Usetexturecolor) , lerp(_Dissolvecolor,( _Dissolvecolor * tex2DNode4 ),_Usetexturecolor) , ( clampResult87 * temp_output_88_0 )); + float clampResult99 = clamp( (-15.0 + (( lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) + (-0.65 + (uv0_TextureNoise.w - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)) ) - 0.0) * (15.0 - -15.0) / (1.0 - 0.0)) , 0.0 , 1.0 ); + float4 appendResult2 = (float4((( Emission59 * lerpResult92 * i.color )).rgb , ( i.color.a * tex2DNode4.a * clampResult99 * _Opacity ))); + + fixed4 col = appendResult2; + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + } + } +} +/*ASEBEGIN +Version=17000 +452;190;1205;843;1417.795;416.7184;1;True;False 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\ No newline at end of file diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader.meta b/Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader.meta new file mode 100644 index 00000000..99e7584f --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/DissolveNoise.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 145bae762d8de8f4c8fb1b284128fae7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader new file mode 100644 index 00000000..1439dfe7 --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader @@ -0,0 +1,148 @@ +Shader "Hovl/Particles/Distortion" +{ + Properties + { + _NormalMap("Normal Map", 2D) = "bump" {} + _Distortionpower("Distortion power", Float) = 0.05 + _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 + } + + Category + { + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend SrcAlpha OneMinusSrcAlpha + Cull Off + Lighting Off + ZWrite Off + Fog { Mode Off} + GrabPass{ } + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_particles + #include "UnityCG.cginc" + uniform sampler2D_float _CameraDepthTexture; + uniform float _InvFade; + uniform sampler2D _GrabTexture; + uniform sampler2D _NormalMap; + uniform float4 _NormalMap_ST; + uniform float _Distortionpower; + uniform float4 _GrabTexture_TexelSize; + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD3; + #endif + }; + + v2f vert ( appdata_t v ) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + + #if UNITY_UV_STARTS_AT_TOP + half scale = -1.0; + #else + half scale = 1.0; + #endif + o.texcoord.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; + o.texcoord.zw = o.vertex.w; + #if UNITY_SINGLE_PASS_STEREO + o.texcoord.xy = TransformStereoScreenSpaceTex(o.texcoord.xy, o.texcoord.w); + #endif + o.texcoord.z /= distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex)); + o.texcoord2 = TRANSFORM_TEX( v.texcoord, _NormalMap ); + return o; + } + + fixed4 frag ( v2f i ) : SV_Target + { + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate (_InvFade * (sceneZ-partZ)); + i.color.a *= fade; + #endif + + half3 tex2DNode14 = UnpackNormal(tex2D( _NormalMap, i.texcoord2)); + half2 screenColor29 = tex2DNode14.rg; + half clampResult89 = (abs(tex2DNode14.r) + abs(tex2DNode14.g) * 30) - 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\ No newline at end of file diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader.meta b/Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader.meta new file mode 100644 index 00000000..b1108a3b --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Distortion.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 36121c42b945b624fb938cb9637f28d0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader new file mode 100644 index 00000000..f4c580d6 --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader @@ -0,0 +1,333 @@ +Shader "Hovl/Particles/Explosion" +{ + Properties + { + _Noise("Noise", 2D) = "white" {} + _FinalEmission("Final Emission", Float) = 1 + _Color("Color", Color) = (1,1,1,1) + _GlowColor("Glow Color", Color) = (1,1,0,1) + _Opacity("Opacity", Range( 0 , 1)) = 1 + _NoisespeedXYNoisepowerZGlowpowerW("Noise speed XY Noise power Z Glow power W", Vector) = (0.314,0.427,0.001,4) + _MotionVector("MotionVector", 2D) = "white" {} + _MainTex("MainTex", 2D) = "white" {} + _TilingXY("Tiling XY", Vector) = (8,8,0,0) + _MotionAmount("MotionAmount", Float) = 0.001 + [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 + _Depthpower ("Depth power", Float ) = 1 + } + + + 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 + + }; + + 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 + + }; + + #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 sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float4 _GlowColor; + uniform sampler2D _Noise; + uniform float4 _Noise_ST; + uniform float4 _NoisespeedXYNoisepowerZGlowpowerW; + uniform sampler2D _MotionVector; + uniform float4 _TilingXY; + uniform float _MotionAmount; + uniform float4 _Color; + uniform float _FinalEmission; + uniform float _Opacity; + uniform fixed _Usedepth; + uniform float _Depthpower; + + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + 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) / _Depthpower); + lp *= lerp(1, fade, _Usedepth); + i.color.a *= lp; + #endif + + float4 uv0_Noise = i.texcoord; + uv0_Noise.xy = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float Emission57 = uv0_Noise.z; + float2 appendResult1 = (float2(_NoisespeedXYNoisepowerZGlowpowerW.x , _NoisespeedXYNoisepowerZGlowpowerW.y)); + float4 temp_output_9_0 = ( tex2D( _Noise, ( uv0_Noise + float4( ( _Time.y * appendResult1 ), 0.0 , 0.0 ) ).xy ) * _NoisespeedXYNoisepowerZGlowpowerW.z ); + float T104 = uv0_Noise.w; + float Fract113 = frac( T104 ); + float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float temp_output_89_0 = floor( T104 ); + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles107 = _TilingXY.x * _TilingXY.y; + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset107 = 1.0f / _TilingXY.x; + float fbrowsoffset107 = 1.0f / _TilingXY.y; + // Speed of animation + float fbspeed107 = _Time[ 1 ] * 0.0; + // UV Tiling (col and row offset) + float2 fbtiling107 = float2(fbcolsoffset107, fbrowsoffset107); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex107 = round( fmod( fbspeed107 + temp_output_89_0, fbtotaltiles107) ); + fbcurrenttileindex107 += ( fbcurrenttileindex107 < 0) ? fbtotaltiles107 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox107 = round ( fmod ( fbcurrenttileindex107, _TilingXY.x ) ); + // Multiply Offset X by coloffset + float fboffsetx107 = fblinearindextox107 * fbcolsoffset107; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy107 = round( fmod( ( fbcurrenttileindex107 - fblinearindextox107 ) / _TilingXY.x, _TilingXY.y ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy107 = (int)(_TilingXY.y-1) - fblinearindextoy107; + // Multiply Offset Y by rowoffset + float fboffsety107 = fblinearindextoy107 * fbrowsoffset107; + // UV Offset + float2 fboffset107 = float2(fboffsetx107, fboffsety107); + // Flipbook UV + half2 fbuv107 = uv0_MainTex * fbtiling107 + fboffset107; + // *** END Flipbook UV Animation vars *** + float4 temp_cast_2 = (_MotionAmount).xxxx; + float4 temp_cast_3 = (( _MotionAmount * -1.0 )).xxxx; + float4 temp_output_93_0 = (temp_cast_2 + (tex2D( _MotionVector, fbuv107 ) - float4( 0,0,0,0 )) * (temp_cast_3 - temp_cast_2) / (float4( 1,1,1,1 ) - float4( 0,0,0,0 ))); + float4 tex2DNode14 = tex2D( _MainTex, ( temp_output_9_0 + ( Fract113 * temp_output_93_0 ) + float4( fbuv107, 0.0 , 0.0 ) ).rg ); + float4 temp_cast_8 = (_MotionAmount).xxxx; + float4 temp_cast_9 = (( _MotionAmount * -1.0 )).xxxx; + float fbtotaltiles103 = _TilingXY.x * _TilingXY.y; + float fbcolsoffset103 = 1.0f / _TilingXY.x; + float fbrowsoffset103 = 1.0f / _TilingXY.y; + float fbspeed103 = _Time[ 1 ] * 0.0; + float2 fbtiling103 = float2(fbcolsoffset103, fbrowsoffset103); + float fbcurrenttileindex103 = round( fmod( fbspeed103 + ( temp_output_89_0 + 1.0 ), fbtotaltiles103) ); + fbcurrenttileindex103 += ( fbcurrenttileindex103 < 0) ? fbtotaltiles103 : 0; + float fblinearindextox103 = round ( fmod ( fbcurrenttileindex103, _TilingXY.x ) ); + float fboffsetx103 = fblinearindextox103 * fbcolsoffset103; + float fblinearindextoy103 = round( fmod( ( fbcurrenttileindex103 - fblinearindextox103 ) / _TilingXY.x, _TilingXY.y ) ); + fblinearindextoy103 = (int)(_TilingXY.y-1) - fblinearindextoy103; + float fboffsety103 = fblinearindextoy103 * fbrowsoffset103; + float2 fboffset103 = float2(fboffsetx103, fboffsety103); + half2 fbuv103 = uv0_MainTex * fbtiling103 + fboffset103; + float4 tex2DNode60 = tex2D( _MainTex, ( temp_output_9_0 + ( ( Fract113 + -1.0 ) * temp_output_93_0 ) + float4( fbuv103, 0.0 , 0.0 ) ).rg ); + float4 lerpResult63 = lerp( tex2DNode14 , tex2DNode60 , Fract113); + float4 temp_cast_12 = (_NoisespeedXYNoisepowerZGlowpowerW.w).xxxx; + float4 temp_cast_13 = (10000.0).xxxx; + float4 clampResult132 = clamp( ( _GlowColor * Emission57 * pow( abs( lerpResult63 ) , temp_cast_12 ) ) , float4( 0,0,0,0 ) , temp_cast_13 ); + float lerpResult65 = lerp( tex2DNode14.a , tex2DNode60.a , Fract113); + float4 appendResult136 = 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\ No newline at end of file diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader.meta b/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader.meta new file mode 100644 index 00000000..abd21b5e --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9fe369639c8078e4baabb30604c81ab5 +ShaderImporter: + externalObjects: {} + defaultTextures: + - _Noise: {instanceID: 0} + - _MotionVector: {instanceID: 0} + - _MainTex: {instanceID: 0} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: 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 +Node;AmplifyShaderEditor.NormalVertexDataNode;36;-1128.806,-59.0783;Float;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.RangedFloatNode;19;-1134.528,358.6681;Float;False;Property;_FresnelPower;Fresnel Power;6;0;Create;True;0;0;False;0;6;1;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.RangedFloatNode;18;-1128.18,282.2344;Float;False;Property;_FresnelScale;Fresnel Scale;7;0;Create;True;0;0;False;0;1;6;0;0;0;1;FLOAT;0 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\ No newline at end of file diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Ice.shader.meta b/Assets/Art/Vfx/Sword slash VFX/Shaders/Ice.shader.meta new file mode 100644 index 00000000..7d23c1e6 --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Ice.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e52f9f0dc7121e64baa4b3c726594e61 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Scroll.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Scroll.shader new file mode 100644 index 00000000..7a920e65 --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Scroll.shader @@ -0,0 +1,313 @@ +Shader "Hovl/Particles/Scroll" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Noise("Noise", 2D) = "white" {} + _Flow("Flow", 2D) = "white" {} + _Mask("Mask", 2D) = "white" {} + _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) + _DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0) + _Emission("Emission", Float) = 2 + _Color("Color", Color) = (0.5,0.5,0.5,1) + _Opacity("Opacity", Range( 0 , 1)) = 1 + _PathSet0ifyouuseinPS("Path(Set 0 if you use in PS)", Range( 0 , 1)) = 0 + _Noisedistortpower("Noise distort power", Float) = 1 + [Toggle]_UsePScustomdataW("Use PS custom data W", Float) = 1 + [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 + _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + } + + 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 + + }; + + 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 + + }; + + #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 sampler2D _MainTex; + uniform fixed4 _TintColor; + uniform float4 _MainTex_ST; + uniform float _InvFade; + uniform float4 _SpeedMainTexUVNoiseZW; + uniform sampler2D _Flow; + uniform float4 _DistortionSpeedXYPowerZ; + uniform float4 _Flow_ST; + uniform sampler2D _Noise; + uniform float4 _Noise_ST; + uniform float _PathSet0ifyouuseinPS; + uniform float4 _Color; + uniform float _Emission; + uniform float _Noisedistortpower; + uniform float _UsePScustomdataW; + uniform float _Opacity; + uniform sampler2D _Mask; + uniform float4 _Mask_ST; + uniform fixed _Usedepth; + + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + 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 (_InvFade * (sceneZ-partZ)); + lp *= lerp(1, fade, _Usedepth); + i.color.a *= lp; + #endif + + float2 appendResult13 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); + float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 panner21 = ( 1.0 * _Time.y * appendResult13 + uv0_MainTex); + float2 appendResult4 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); + float4 uv0_Flow = i.texcoord; + uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw; + float2 panner6 = ( 1.0 * _Time.y * appendResult4 + (uv0_Flow).xy); + float Flowpower11 = _DistortionSpeedXYPowerZ.z; + float2 temp_output_18_0 = ( (tex2D( _Flow, panner6 )).rg * Flowpower11 ); + float2 appendResult17 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); + float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float2 panner22 = ( 1.0 * _Time.y * appendResult17 + uv0_Noise); + float W113 = uv0_Flow.z; + float2 appendResult147 = (float2((panner22).x , (0.0 + ((panner22).y - ( _PathSet0ifyouuseinPS + W113 )) * (1.0 - 0.0) / (1.0 - ( _PathSet0ifyouuseinPS + W113 ))))); + float4 tex2DNode26 = tex2D( _Noise, ( appendResult147 - temp_output_18_0 ) ); + float4 temp_cast_0 = (0.1).xxxx; + float4 clampResult58 = clamp( ( tex2DNode26 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); + float2 uv093 = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float clampResult115 = clamp( ( 1.0 - pow( ( 1.0 - uv093.y ) , 40.0 ) ) , 0.0 , 1.0 ); + float clampResult57 = clamp( ( tex2DNode26.a - 0.1 ) , 0.0 , 1.0 ); + float TT130 = uv0_Flow.w; + float clampResult133 = clamp( TT130 , 0.0 , 1.0 ); + float clampResult48 = clamp( pow( clampResult57 , ( _Noisedistortpower + lerp(0.0,(0.0 + (clampResult133 - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)),_UsePScustomdataW) ) ) , 0.0 , 1.0 ); + float4 _Vector0 = float4(0,1,-2,5); + float clampResult49 = clamp( (_Vector0.z + (clampResult48 - _Vector0.x) * (_Vector0.w - _Vector0.z) / (_Vector0.y - _Vector0.x)) , 0.0 , 1.0 ); 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\ No newline at end of file diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Scroll.shader.meta b/Assets/Art/Vfx/Sword slash VFX/Shaders/Scroll.shader.meta new file mode 100644 index 00000000..ea8c0014 --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Shaders/Scroll.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2ba3ea62053e4584fb5f829f88027c3a +ShaderImporter: + externalObjects: {} + defaultTextures: + - _MainTex: {fileID: 2800000, guid: 2d2569483a93cff42a128d794be03e25, type: 3} + - _Flow: {fileID: 2800000, guid: 2d2569483a93cff42a128d794be03e25, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: 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 + } + } + } +} +/*ASEBEGIN +Version=17000 +589;29;1019;1004;4284.379;1188.55;3.683183;True;False 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