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Diffstat (limited to 'Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader')
-rw-r--r--Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader294
1 files changed, 294 insertions, 0 deletions
diff --git a/Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader b/Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader
new file mode 100644
index 00000000..e9004157
--- /dev/null
+++ b/Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader
@@ -0,0 +1,294 @@
+// 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"
+}
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