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diff --git a/Assets/BOXOPHOBIC/Atmospheric Height Fog/Demo/Shaders/My Transparent Shader.shader b/Assets/BOXOPHOBIC/Atmospheric Height Fog/Demo/Shaders/My Transparent Shader.shader new file mode 100644 index 00000000..a9c5f358 --- /dev/null +++ b/Assets/BOXOPHOBIC/Atmospheric Height Fog/Demo/Shaders/My Transparent Shader.shader @@ -0,0 +1,262 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Custom/My Transparent Shader" +{ + Properties + { + [HDR]_Color("Color", Color) = (1,0,0,0) + [Space(10)]_NoiseIntensity("Noise Intensity", Range( 0 , 0.2)) = 0 + _NoiseScale("Noise Scale", Float) = 6 + _NoiseSpeed("Noise Speed", Vector) = (0.5,0.5,0,0) + _VertexIntensity("Vertex Intensity", Range( 0 , 0.2)) = 0 + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" "IsEmissive" = "true" } + Cull Back + GrabPass{ } + CGPROGRAM + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #pragma target 3.0 + #pragma multi_compile AHF_NOISEMODE_OFF AHF_NOISEMODE_PROCEDURAL3D + #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 Standard alpha:fade keepalpha noshadow novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa vertex:vertexDataFunc + struct Input + { + float3 worldPos; + float4 screenPos; + float3 worldNormal; + }; + + uniform half _NoiseScale; + uniform half3 _NoiseSpeed; + uniform float _VertexIntensity; + uniform float4 _Color; + ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture ) + uniform float _NoiseIntensity; + uniform half4 AHF_FogColorStart; + uniform half4 AHF_FogColorEnd; + uniform half AHF_FogDistanceStart; + uniform half AHF_FogDistanceEnd; + uniform half AHF_FogDistanceFalloff; + uniform half AHF_FogColorDuo; + uniform half4 AHF_DirectionalColor; + uniform half3 AHF_DirectionalDir; + uniform half AHF_DirectionalIntensity; + uniform half AHF_DirectionalFalloff; + uniform half3 AHF_FogAxisOption; + uniform half AHF_FogHeightEnd; + uniform half AHF_FogHeightStart; + uniform half AHF_FogHeightFalloff; + uniform half AHF_FogLayersMode; + uniform half AHF_NoiseScale; + uniform half3 AHF_NoiseSpeed; + uniform half AHF_NoiseDistanceEnd; + uniform half AHF_NoiseIntensity; + uniform half AHF_NoiseModeBlend; + uniform half AHF_FogIntensity; + + + float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } + + float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } + + float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } + + float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } + + float snoise( float3 v ) + { + const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); + float3 i = floor( v + dot( v, C.yyy ) ); + float3 x0 = v - i + dot( i, C.xxx ); + float3 g = step( x0.yzx, x0.xyz ); + float3 l = 1.0 - g; + float3 i1 = min( g.xyz, l.zxy ); + float3 i2 = max( g.xyz, l.zxy ); + float3 x1 = x0 - i1 + C.xxx; + float3 x2 = x0 - i2 + C.yyy; + float3 x3 = x0 - 0.5; + i = mod3D289( i); + float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); + float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) + float4 x_ = floor( j / 7.0 ); + float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) + float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; + float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; + float4 h = 1.0 - abs( x ) - abs( y ); + float4 b0 = float4( x.xy, y.xy ); + float4 b1 = float4( x.zw, y.zw ); + float4 s0 = floor( b0 ) * 2.0 + 1.0; + float4 s1 = floor( b1 ) * 2.0 + 1.0; + float4 sh = -step( h, 0.0 ); + float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; + float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; + float3 g0 = float3( a0.xy, h.x ); + float3 g1 = float3( a0.zw, h.y ); + float3 g2 = float3( a1.xy, h.z ); + float3 g3 = float3( a1.zw, h.w ); + float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); + g0 *= norm.x; + g1 *= norm.y; + g2 *= norm.z; + g3 *= norm.w; + float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); + m = m* m; + m = m* m; + float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); + return 42.0 * dot( m, px); + } + + + 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; + } + + + void vertexDataFunc( inout appdata_full v, out Input o ) + { + UNITY_INITIALIZE_OUTPUT( Input, o ); + float3 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AHF_FogDistanceStart; + half FogDistanceMask12_g836 = pow( abs( saturate( ( ( distance( WorldPosition2_g836 , _WorldSpaceCameraPos ) - temp_output_7_0_g860 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g860 ) ) ) ) , AHF_FogDistanceFalloff ); + float3 lerpResult258_g836 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( saturate( ( FogDistanceMask12_g836 - 0.5 ) ) * AHF_FogColorDuo )); + float3 normalizeResult318_g836 = normalize( ( WorldPosition2_g836 - _WorldSpaceCameraPos ) ); + float dotResult145_g836 = dot( normalizeResult318_g836 , AHF_DirectionalDir ); + half DirectionalMask30_g836 = pow( abs( ( (dotResult145_g836*0.5 + 0.5) * AHF_DirectionalIntensity ) ) , AHF_DirectionalFalloff ); + float3 lerpResult40_g836 = lerp( lerpResult258_g836 , (AHF_DirectionalColor).rgb , DirectionalMask30_g836); + float3 temp_output_2_0_g859 = lerpResult40_g836; + float3 gammaToLinear3_g859 = GammaToLinearSpace( temp_output_2_0_g859 ); + #ifdef UNITY_COLORSPACE_GAMMA + float3 staticSwitch1_g859 = temp_output_2_0_g859; + #else + float3 staticSwitch1_g859 = gammaToLinear3_g859; + #endif + float3 temp_output_256_0_g836 = staticSwitch1_g859; + float3 temp_output_92_86_g681 = temp_output_256_0_g836; + half3 AHF_FogAxisOption181_g836 = AHF_FogAxisOption; + float3 break159_g836 = ( WorldPosition2_g836 * AHF_FogAxisOption181_g836 ); + float temp_output_7_0_g861 = AHF_FogHeightEnd; + half FogHeightMask16_g836 = pow( abs( saturate( ( ( ( break159_g836.x + break159_g836.y + break159_g836.z ) - temp_output_7_0_g861 ) / ( AHF_FogHeightStart - temp_output_7_0_g861 ) ) ) ) , AHF_FogHeightFalloff ); + float lerpResult328_g836 = lerp( ( FogDistanceMask12_g836 * FogHeightMask16_g836 ) , saturate( ( FogDistanceMask12_g836 + FogHeightMask16_g836 ) ) , AHF_FogLayersMode); + float simplePerlin3D193_g836 = snoise( ( ( WorldPosition2_g836 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * _Time.y ) ) ); + float temp_output_7_0_g863 = AHF_NoiseDistanceEnd; + half NoiseDistanceMask7_g836 = saturate( ( ( distance( WorldPosition2_g836 , _WorldSpaceCameraPos ) - temp_output_7_0_g863 ) / ( 0.0 - temp_output_7_0_g863 ) ) ); + float lerpResult198_g836 = lerp( 1.0 , (simplePerlin3D193_g836*0.5 + 0.5) , ( NoiseDistanceMask7_g836 * AHF_NoiseIntensity * AHF_NoiseModeBlend )); + half NoiseSimplex3D24_g836 = lerpResult198_g836; + #if defined(AHF_NOISEMODE_OFF) + float staticSwitch42_g836 = lerpResult328_g836; + #elif defined(AHF_NOISEMODE_PROCEDURAL3D) + float staticSwitch42_g836 = ( lerpResult328_g836 * NoiseSimplex3D24_g836 ); + #else + float staticSwitch42_g836 = lerpResult328_g836; + #endif + float temp_output_43_0_g836 = ( staticSwitch42_g836 * AHF_FogIntensity ); + float temp_output_92_87_g681 = temp_output_43_0_g836; + float3 lerpResult82_g681 = lerp( float3( 0,0,0 ) , temp_output_92_86_g681 , temp_output_92_87_g681); + o.Emission = lerpResult82_g681; + o.Smoothness = 0.8; + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + float3 ase_worldNormal = 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