diff options
Diffstat (limited to 'Assets/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader')
-rw-r--r-- | Assets/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader | 294 |
1 files changed, 0 insertions, 294 deletions
diff --git a/Assets/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader b/Assets/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader deleted file mode 100644 index e9004157..00000000 --- a/Assets/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader +++ /dev/null @@ -1,294 +0,0 @@ -// Made with Amplify Shader Editor -// Available at the Unity Asset Store - http://u3d.as/y3X -Shader "QFX/MFX/MfxSingleAlbedo" -{ - Properties - { - _AlbedoColor("Albedo Color", Color) = (0,0,0,0) - _Albedo("Albedo", 2D) = "white" {} - _MetallicTexture("Metallic Texture", 2D) = "white" {} - _Metallic("Metallic", Range( 0 , 1)) = 0 - _Smoothness("Smoothness", Range( 0 , 1)) = 0 - [Normal]_NormalMap("Normal Map", 2D) = "bump" {} - [HDR]_EmissionColor("Emission Color", Color) = (0,0,0,0) - _EmissionTexture("Emission Texture", 2D) = "white" {} - _DissolveTexture("Dissolve Texture", 2D) = "white" {} - _ScaleDissolveTex("Scale Dissolve Tex", Range( 0 , 20)) = 1 - _DissolveSpeed("Dissolve Speed", Vector) = (0.19,0,0,0) - _GlowDistributionTexture("Glow Distribution Texture", 2D) = "white" {} - _ScaleGlowTex("Scale Glow Tex", Range( 0 , 20)) = 1 - _GlowSpeed("Glow Speed", Vector) = (0.19,0,0,0) - _Cutoff( "Mask Clip Value", Float ) = 0 - [HDR]_DissolveColor("Dissolve Color", Color) = (0,0,0,0) - [HDR]_GlowDistributionColor("Glow Distribution Color", Color) = (0,0,0,0) - _Dissolve("Dissolve", Range( 0 , 1)) = 0 - _DissolveDistance("Dissolve Distance", Range( 0 , 1)) = 0 - _GlowDistance("Glow Distance", Range( 0 , 1)) = 0.1 - _GlowDistribution("Glow Distribution", Range( 0 , 1)) = 0 - _Position("Position", Range( -3 , 3)) = 0.5 - [Toggle]_PositionType("PositionType", Float) = 0 - _Direction("Direction", Vector) = (0,0,0,0) - [Toggle]_MirrorMode("Mirror Mode", Float) = 0 - [HideInInspector] _texcoord( "", 2D ) = "white" {} - [HideInInspector] __dirty( "", Int ) = 1 - } - - SubShader - { - Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" "IsEmissive" = "true" } - Cull Off - CGPROGRAM - #include "UnityShaderVariables.cginc" - #pragma target 3.0 - #pragma surface surf Standard keepalpha addshadow fullforwardshadows - struct Input - { - fixed2 uv_texcoord; - float3 worldPos; - }; - - uniform sampler2D _NormalMap; - uniform float4 _NormalMap_ST; - uniform fixed4 _AlbedoColor; - uniform sampler2D _Albedo; - uniform float4 _Albedo_ST; - uniform fixed _MirrorMode; - uniform fixed _Position; - uniform fixed _PositionType; - uniform fixed3 _Direction; - uniform fixed _DissolveDistance; - uniform sampler2D _DissolveTexture; - uniform fixed2 _DissolveSpeed; - uniform fixed _ScaleDissolveTex; - uniform fixed _Dissolve; - uniform fixed _GlowDistance; - uniform fixed4 _DissolveColor; - uniform sampler2D _EmissionTexture; - uniform float4 _EmissionTexture_ST; - uniform fixed4 _EmissionColor; - uniform fixed _GlowDistribution; - uniform fixed4 _GlowDistributionColor; - uniform sampler2D _GlowDistributionTexture; - uniform fixed2 _GlowSpeed; - uniform fixed _ScaleGlowTex; - uniform sampler2D _MetallicTexture; - uniform float4 _MetallicTexture_ST; - uniform fixed _Metallic; - uniform fixed _Smoothness; - uniform float _Cutoff = 0; - - void surf( Input i , inout SurfaceOutputStandard o ) - { - float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; - float4 normal294 = tex2D( _NormalMap, uv_NormalMap ); - o.Normal = normal294.rgb; - float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; - float4 albedo285 = ( _AlbedoColor * tex2D( _Albedo, uv_Albedo ) ); - o.Albedo = albedo285.rgb; - float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); - float local_direction306 = ( ( _Direction.x * ase_vertex3Pos.x ) + ( _Direction.y * ase_vertex3Pos.y ) + ( _Direction.z * ase_vertex3Pos.z ) ); - float3 ase_worldPos = i.worldPos; - float world_position314 = length( ( _Direction - ase_worldPos ) ); - float temp_output_102_0 = ( _Position - lerp(local_direction306,world_position314,_PositionType) ); - float temp_output_112_0 = ( lerp(temp_output_102_0,length( temp_output_102_0 ),_MirrorMode) - _DissolveDistance ); - float2 panner15 = ( float2( 0,0 ) + _Time.y * _DissolveSpeed); - float2 uv_TexCoord16 = i.uv_texcoord * float2( 1,1 ) + panner15; - float temp_output_118_0 = ( temp_output_112_0 + ( _DissolveDistance * ( tex2D( _DissolveTexture, (uv_TexCoord16*_ScaleDissolveTex + float2( 0,0 )) ).r * ( 1.0 - _Dissolve ) ) ) ); - float2 uv_EmissionTexture = i.uv_texcoord * _EmissionTexture_ST.xy + _EmissionTexture_ST.zw; - float4 base_emission283 = ( tex2D( _EmissionTexture, uv_EmissionTexture ) * _EmissionColor ); - float2 panner245 = ( float2( 0,0 ) + _Time.y * _GlowSpeed); - float2 uv_TexCoord247 = i.uv_texcoord * float2( 1,1 ) + panner245; - float4 emission296 = (( temp_output_118_0 <= _GlowDistance ) ? _DissolveColor : ( ( base_emission283 + saturate( ( 1.0 - ( ( 1.0 - (-1.0 + (_GlowDistribution - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) + temp_output_112_0 ) ) ) ) * ( _GlowDistributionColor * tex2D( _GlowDistributionTexture, (uv_TexCoord247*_ScaleGlowTex + float2( 0,0 )) ) ) ) ); - o.Emission = emission296.rgb; - float2 uv_MetallicTexture = i.uv_texcoord * _MetallicTexture_ST.xy + _MetallicTexture_ST.zw; - fixed4 tex2DNode22 = tex2D( _MetallicTexture, uv_MetallicTexture ); - float metallic289 = ( tex2DNode22.r * _Metallic ); - o.Metallic = metallic289; - float smothness290 = ( tex2DNode22.a * _Smoothness ); - o.Smoothness = smothness290; - o.Alpha = 1; - float opacity298 = temp_output_118_0; - clip( opacity298 - _Cutoff ); - } - - ENDCG - } - Fallback "Diffuse" - CustomEditor "ASEMaterialInspector" -} -/*ASEBEGIN -Version=14401 -105;342;1610;568;4322.488;919.0112;4.744584;True;False -Node;AmplifyShaderEditor.CommentaryNode;309;-434.9604,1618.297;Float;False;913.698;344.162;;4;314;313;312;310;World pos;0.5882354,0.5735294,1,1;0;0 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