From 22891bf59032ba88262824255a706d652031384b Mon Sep 17 00:00:00 2001 From: chai Date: Thu, 10 Mar 2022 14:07:40 +0800 Subject: * move folder --- .../Vfx/Sword slash VFX/Shaders/Explosion.shader | 333 --------------------- 1 file changed, 333 deletions(-) delete mode 100644 Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader (limited to 'Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader') diff --git a/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader b/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader deleted file mode 100644 index f4c580d6..00000000 --- a/Assets/Art/Vfx/Sword slash VFX/Shaders/Explosion.shader +++ /dev/null @@ -1,333 +0,0 @@ -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 = (float4(( ( clampResult132 + lerpResult63 ) * _Color * i.color * _FinalEmission ).rgb , ( ( lerpResult65 * 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