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-rw-r--r--Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader294
-rw-r--r--Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader.meta9
-rw-r--r--Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_TwoAlbedo.shader361
-rw-r--r--Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_TwoAlbedo.shader.meta9
4 files changed, 673 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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+//CHKSM=A76F02705C6BF811D2872E526097ACA6B6D11EBB \ No newline at end of file
diff --git a/Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader.meta b/Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader.meta
new file mode 100644
index 00000000..9e336fa9
--- /dev/null
+++ b/Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_SingleAlbedo.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: c1f8d719ff76ff146890d75247d177e8
+timeCreated: 1519066377
+licenseType: Store
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_TwoAlbedo.shader b/Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_TwoAlbedo.shader
new file mode 100644
index 00000000..80cefd67
--- /dev/null
+++ b/Assets/ThirdParty/MaterializeFX/MaterializationFX/Shaders/MFX_TwoAlbedo.shader
@@ -0,0 +1,361 @@
+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X
+Shader "QFX/MFX/MfxTwoAlbedo"
+{
+ Properties
+ {
+ _AlbedoColor("Albedo Color", Color) = (0,0,0,0)
+ _Albedo("Albedo", 2D) = "white" {}
+ _MetallicTexture("Metallic Texture", 2D) = "white" {}
+ _Metallic("Metallic", Range( 0 , 1)) = 0
+ _Smothness("Smothness", Range( 0 , 1)) = 0
+ _Normals("Normals", 2D) = "bump" {}
+ _NormalsMix("Normals Mix", Range( 0 , 1)) = 1
+ _BurntNormals("Burnt Normals", 2D) = "bump" {}
+ _EmissionColor("Emission Color", Color) = (0,0,0,0)
+ _EmissionTexture("Emission Texture", 2D) = "white" {}
+ _BurnTexture("Burn Texture", 2D) = "white" {}
+ _BurnAnimationOffset("Burn Animation Offset", 2D) = "white" {}
+ _BurntAlbedoColor("Burnt Albedo Color", Color) = (0,0,0,0)
+ _BurntTexture("Burnt Texture", 2D) = "white" {}
+ _BurntEmissionTexture("Burnt Emission Texture", 2D) = "white" {}
+ [HDR]_BurnColor("Burn Color", Color) = (0,0,0,0)
+ [HDR]_BurntEmissionColor("Burnt Emission Color", Color) = (0,0,0,0)
+ _Cutoff( "Mask Clip Value", Float ) = 0.1
+ _Position("Position", Range( -3 , 3)) = -0.2166527
+ _BurnSize("Burn Size", Range( 1 , 6)) = 8
+ _BurnEmissionDistribution("Burn Emission Distribution", Range( 1 , 6)) = 8
+ _DissolveDistribution("Dissolve Distribution", Range( 0 , 1)) = 0
+ [Toggle]_Invert("Invert", Float) = 1
+ _Direction("Direction", Vector) = (0,0,0,0)
+ [Toggle]_PositionType("PositionType", Float) = 0
+ [HideInInspector] _texcoord( "", 2D ) = "white" {}
+ [HideInInspector] _texcoord3( "", 2D ) = "white" {}
+ [HideInInspector] __dirty( "", Int ) = 1
+ }
+
+ SubShader
+ {
+ Tags{ "RenderType" = "TransparentCutout" "Queue" = "Transparent+0" "IsEmissive" = "true" }
+ Cull Off
+ ZTest LEqual
+ CGPROGRAM
+ #include "UnityShaderVariables.cginc"
+ #pragma target 3.0
+ #pragma surface surf Standard keepalpha addshadow fullforwardshadows
+ struct Input
+ {
+ fixed2 uv3_texcoord3;
+ fixed2 uv_texcoord;
+ float3 worldPos;
+ };
+
+ uniform sampler2D _Normals;
+ uniform float4 _Normals_ST;
+ uniform sampler2D _BurntNormals;
+ uniform float4 _BurntNormals_ST;
+ uniform fixed _NormalsMix;
+ uniform fixed4 _AlbedoColor;
+ uniform sampler2D _Albedo;
+ uniform float4 _Albedo_ST;
+ uniform sampler2D _BurntTexture;
+ uniform float4 _BurntTexture_ST;
+ uniform fixed4 _BurntAlbedoColor;
+ uniform fixed _Invert;
+ uniform fixed _PositionType;
+ uniform fixed3 _Direction;
+ uniform fixed _Position;
+ uniform sampler2D _BurnAnimationOffset;
+ uniform float4 _BurnAnimationOffset_ST;
+ uniform fixed _BurnSize;
+ uniform sampler2D _EmissionTexture;
+ uniform float4 _EmissionTexture_ST;
+ uniform fixed4 _EmissionColor;
+ uniform sampler2D _BurnTexture;
+ uniform float4 _BurnTexture_ST;
+ uniform fixed4 _BurnColor;
+ uniform fixed _BurnEmissionDistribution;
+ uniform sampler2D _BurntEmissionTexture;
+ uniform float4 _BurntEmissionTexture_ST;
+ uniform fixed4 _BurntEmissionColor;
+ uniform sampler2D _MetallicTexture;
+ uniform float4 _MetallicTexture_ST;
+ uniform fixed _Metallic;
+ uniform fixed _Smothness;
+ uniform fixed _DissolveDistribution;
+ uniform float _Cutoff = 0.1;
+
+ void surf( Input i , inout SurfaceOutputStandard o )
+ {
+ float2 uv3_Normals = i.uv3_texcoord3 * _Normals_ST.xy + _Normals_ST.zw;
+ float2 uv_BurntNormals = i.uv_texcoord * _BurntNormals_ST.xy + _BurntNormals_ST.zw;
+ fixed4 tex2DNode83 = tex2D( _BurntNormals, uv_BurntNormals );
+ float4 appendResult182 = (fixed4(0.0 , tex2DNode83.g , 0.0 , tex2DNode83.r));
+ float3 lerpResult103 = lerp( UnpackNormal( tex2D( _Normals, uv3_Normals ) ) , UnpackNormal( appendResult182 ) , _NormalsMix);
+ float3 Normal197 = lerpResult103;
+ o.Normal = Normal197;
+ float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
+ float4 albedo195 = ( _AlbedoColor * tex2D( _Albedo, uv_Albedo ) );
+ float2 uv_BurntTexture = i.uv_texcoord * _BurntTexture_ST.xy + _BurntTexture_ST.zw;
+ float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
+ float local_direction453 = ( ( _Direction.x * ase_vertex3Pos.x ) + ( _Direction.y * ase_vertex3Pos.y ) + ( _Direction.z * ase_vertex3Pos.z ) );
+ float3 ase_worldPos = i.worldPos;
+ float world_position462 = length( ( _Direction - ase_worldPos ) );
+ float2 uv_BurnAnimationOffset = i.uv_texcoord * _BurnAnimationOffset_ST.xy + _BurnAnimationOffset_ST.zw;
+ float temp_output_258_0 = ( lerp(local_direction453,world_position462,_PositionType) - ( _Position - tex2D( _BurnAnimationOffset, uv_BurnAnimationOffset ).r ) );
+ float temp_output_259_0 = ( temp_output_258_0 * (20.0 + (_BurnSize - 1.0) * (0.0 - 20.0) / (6.0 - 1.0)) );
+ float clampResult318 = clamp( ( ( lerp(local_direction453,world_position462,_PositionType) + 0.5 ) - temp_output_259_0 ) , 0.0 , 1.0 );
+ float4 lerpResult309 = lerp( albedo195 , ( tex2D( _BurntTexture, uv_BurntTexture ) * _BurntAlbedoColor ) , lerp(( 1.0 - clampResult318 ),clampResult318,_Invert));
+ float4 albedowithburn310 = lerpResult309;
+ o.Albedo = albedowithburn310.rgb;
+ float2 uv_EmissionTexture = i.uv_texcoord * _EmissionTexture_ST.xy + _EmissionTexture_ST.zw;
+ float4 baseemission239 = ( tex2D( _EmissionTexture, uv_EmissionTexture ) * _EmissionColor );
+ float2 uv_BurnTexture = i.uv_texcoord * _BurnTexture_ST.xy + _BurnTexture_ST.zw;
+ float clampResult291 = clamp( ( 1.0 - abs( temp_output_259_0 ) ) , 0.0 , 1.0 );
+ float4 lerpResult274 = lerp( baseemission239 , ( tex2D( _BurnTexture, uv_BurnTexture ) * _BurnColor ) , clampResult291);
+ float clampResult341 = clamp( ( 1.0 - abs( ( temp_output_258_0 * (6.0 + (_BurnEmissionDistribution - 0.0) * (0.0 - 6.0) / (6.0 - 0.0)) ) ) ) , 0.0 , 1.0 );
+ float2 uv_BurntEmissionTexture = i.uv_texcoord * _BurntEmissionTexture_ST.xy + _BurntEmissionTexture_ST.zw;
+ float clampResult330 = clamp( ( ( ( 1.0 - tex2D( _BurntEmissionTexture, uv_BurntEmissionTexture ).r ) - 0.5 ) * 3.0 ) , 0.0 , 1.0 );
+ float4 burnemission272 = ( lerpResult274 + ( ( lerp(( 1.0 - clampResult318 ),clampResult318,_Invert) * clampResult341 ) * pow( clampResult330 , 3.0 ) * _BurntEmissionColor ) );
+ o.Emission = burnemission272.rgb;
+ float2 uv_MetallicTexture = i.uv_texcoord * _MetallicTexture_ST.xy + _MetallicTexture_ST.zw;
+ fixed4 tex2DNode185 = tex2D( _MetallicTexture, uv_MetallicTexture );
+ float Metallic188 = ( tex2DNode185.r * _Metallic );
+ o.Metallic = Metallic188;
+ float Smothness189 = ( tex2DNode185.a * _Smothness );
+ o.Smoothness = Smothness189;
+ o.Alpha = 1;
+ float dissolvethreshold378 = ( lerp(( 1.0 - clampResult318 ),clampResult318,_Invert) - (0.0 + (clampResult291 - 0.0) * (1.0 - 0.0) / (0.26 - 0.0)) );
+ float start_position409 = (0.0 + (temp_output_258_0 - -3.0) * (1.0 - 0.0) / (3.0 - -3.0));
+ float clampResult440 = clamp( ( _DissolveDistribution * start_position409 ) , 0.0 , 1.0 );
+ float dissolve350 = (( dissolvethreshold378 > 0.0 ) ? clampResult440 : 1.0 );
+ clip( dissolve350 - _Cutoff );
+ }
+
+ ENDCG
+ }
+ Fallback "Diffuse"
+ CustomEditor "ASEMaterialInspector"
+}
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new file mode 100644
index 00000000..a31d0768
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