// Made with Amplify Shader Editor // Available at the Unity Asset Store - https://assetstore.unity.com/packages/tools/visual-scripting/amplify-shader-editor-68570?aid=1011lqxW8 Shader "CartoonCoffee/Particle Basic" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 _NoiseTexture("Noise Texture", 2D) = "white" {} [Toggle(_ENABLEADJUSTCOLOR_ON)] _EnableAdjustColor("Enable Adjust Color", Float) = 0 _AdjustColorFade("Adjust Color: Fade", Range( 0 , 1)) = 1 _AdjustColorBrightness("Adjust Color: Brightness", Float) = 1 _AdjustColorContrast("Adjust Color: Contrast", Float) = 1 _AdjustColorSaturation("Adjust Color: Saturation", Float) = 1 _AdjustColorHueShift("Adjust Color: Hue Shift", Range( 0 , 1)) = 0 [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) _SplitToningContrast("Split Toning: Contrast", Float) = 1 _SplitToningBalance("Split Toning: Balance", Float) = 1 _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 [HDR]_BlackTintColor("Black Tint: Color", Color) = (1,0,0,0) _BlackTintPower("Black Tint: Power", Float) = 2 [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (23.96863,1.254902,23.96863,0) _AlphaTintPower("Alpha Tint: Power", Float) = 1 _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.05 [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 [NoScaleOffset]_UVDistortShaderMask("UV Distort: Shader Mask", 2D) = "white" {} _UVDistortSpace("UV Distort: Space", Int) = 0 _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) [Toggle(_ENABLETEXTURESPRITE_ON)] _EnableTextureSprite("Enable Texture Sprite", Float) = 0 _TextureFadeTexture("Texture Fade: Texture", 2D) = "white" {} _TextureFadeFrom("Texture Fade: From", Float) = 0 [ASEEnd]_TextureFadeTo("Texture Fade: To", Float) = 1 [HideInInspector] _texcoord( "", 2D ) = "white" {} } Category { SubShader { LOD 0 Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ColorMask RGBA Cull Off Lighting Off ZWrite Off ZTest LEqual Pass { CGPROGRAM #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_instancing #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityShaderVariables.cginc" #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _ENABLEADJUSTCOLOR_ON #pragma shader_feature_local _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLETEXTURESPRITE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #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 float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; }; #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 fixed4 _TintColor; uniform float4 _MainTex_ST; uniform float _InvFade; uniform float2 _UVDistortFrom; uniform float2 _UVDistortTo; uniform sampler2D _NoiseTexture; uniform int _UVDistortSpace; float4 _MainTex_TexelSize; uniform float2 _UVDistortSpeed; uniform float2 _UVDistortNoiseScale; uniform float _UVDistortFade; uniform sampler2D _UVDistortShaderMask; uniform float4 _UVDistortShaderMask_ST; uniform float2 _UVScrollSpeed; uniform sampler2D _TextureFadeTexture; uniform float _TextureFadeFrom; uniform float _TextureFadeTo; uniform sampler2D _CustomFadeFadeMask; uniform float2 _CustomFadeNoiseScale; uniform float _CustomFadeNoiseFactor; uniform float _CustomFadeSmoothness; uniform float _CustomFadeAlpha; uniform float4 _SplitToningShadowsColor; uniform float4 _SplitToningHighlightsColor; uniform float _SplitToningShift; uniform float _SplitToningBalance; uniform float _SplitToningContrast; uniform float _SplitToningFade; uniform float4 _BlackTintColor; uniform float _BlackTintPower; uniform float _BlackTintFade; uniform float4 _AlphaTintColor; uniform float _AlphaTintPower; uniform float _AlphaTintFade; uniform float _AlphaTintMinAlpha; uniform float _AdjustColorHueShift; uniform float _AdjustColorSaturation; uniform float _AdjustColorContrast; uniform float _AdjustColorBrightness; uniform float _AdjustColorFade; float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } v2f vert ( appdata_t v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); float3 ase_worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.ase_texcoord3.xyz = ase_worldPos; o.ase_texcoord4 = v.vertex; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord3.w = 0; 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 { UNITY_SETUP_INSTANCE_ID( i ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); i.color.a *= fade; #endif float2 texCoord67 = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float3 ase_worldPos = i.ase_texcoord3.xyz; float2 appendResult2_g105 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 ifLocalVar2_g104 = 0; if( _UVDistortSpace > 1.0 ) ifLocalVar2_g104 = (ase_worldPos).xy; else if( _UVDistortSpace == 1.0 ) ifLocalVar2_g104 = (i.ase_texcoord4.xyz).xy; else if( _UVDistortSpace < 1.0 ) ifLocalVar2_g104 = ( i.texcoord.xy / ( 100.0 / appendResult2_g105 ) ); float2 lerpResult21_g103 = lerp( _UVDistortFrom , _UVDistortTo , tex2D( _NoiseTexture, ( ( ifLocalVar2_g104 + ( _UVDistortSpeed * _Time.y ) ) * _UVDistortNoiseScale ) ).r); float2 appendResult2_g107 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 uv_UVDistortShaderMask = i.texcoord.xy * _UVDistortShaderMask_ST.xy + _UVDistortShaderMask_ST.zw; float4 tex2DNode3_g106 = tex2D( _UVDistortShaderMask, uv_UVDistortShaderMask ); #ifdef _ENABLEUVDISTORT_ON float2 staticSwitch65 = ( texCoord67 + ( lerpResult21_g103 * ( 100.0 / appendResult2_g107 ) * ( _UVDistortFade * ( tex2DNode3_g106.r * tex2DNode3_g106.a ) ) ) ); #else float2 staticSwitch65 = texCoord67; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch91 = ( ( ( _UVScrollSpeed * _Time.y ) + staticSwitch65 ) % float2( 1,1 ) ); #else float2 staticSwitch91 = staticSwitch65; #endif float4 tex2DNode17 = tex2D( _MainTex, staticSwitch91 ); float4 temp_output_1_0_g166 = tex2DNode17; float3 appendResult15_g166 = (float3(temp_output_1_0_g166.rgb)); float lerpResult7_g166 = lerp( _TextureFadeFrom , _TextureFadeTo , i.color.a); float4 tex2DNode2_g166 = tex2D( _TextureFadeTexture, ( ( ( i.texcoord.xy - float2( 0.5,0.5 ) ) / max( lerpResult7_g166 , 0.0001 ) ) + float2( 0.5,0.5 ) ) ); float4 appendResult16_g166 = (float4(appendResult15_g166 , ( temp_output_1_0_g166.a * ( 1.0 - ( tex2DNode2_g166.r * tex2DNode2_g166.a ) ) ))); #ifdef _ENABLETEXTURESPRITE_ON float4 staticSwitch97 = appendResult16_g166; #else float4 staticSwitch97 = ( tex2DNode17 * i.color ); #endif float4 temp_output_1_0_g168 = tex2DNode17; float2 temp_output_57_0_g168 = staticSwitch91; float4 tex2DNode3_g168 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g168 ); float clampResult37_g168 = clamp( ( ( ( i.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g168.r + ( tex2D( _NoiseTexture, ( temp_output_57_0_g168 * _CustomFadeNoiseScale ) ).r * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); float4 appendResult13_g168 = (float4(( float4( (i.color).rgb , 0.0 ) * temp_output_1_0_g168 ).rgb , ( temp_output_1_0_g168.a * pow( clampResult37_g168 , ( _CustomFadeSmoothness / max( tex2DNode3_g168.r , 0.05 ) ) ) * _CustomFadeAlpha ))); #ifdef _ENABLECUSTOMFADE_ON float4 staticSwitch64 = appendResult13_g168; #else float4 staticSwitch64 = staticSwitch97; #endif float4 temp_output_1_0_g170 = staticSwitch64; float4 break2_g171 = temp_output_1_0_g170; float temp_output_3_0_g170 = ( ( break2_g171.x + break2_g171.y + break2_g171.z ) / 3.0 ); float clampResult25_g170 = clamp( ( ( ( ( temp_output_3_0_g170 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); float3 lerpResult6_g170 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g170); float temp_output_9_0_g172 = max( _SplitToningContrast , 0.0 ); float saferPower7_g172 = abs( ( temp_output_3_0_g170 + ( 0.1 * max( ( 1.0 - temp_output_9_0_g172 ) , 0.0 ) ) ) ); float3 lerpResult11_g170 = lerp( (temp_output_1_0_g170).rgb , ( lerpResult6_g170 * pow( saferPower7_g172 , temp_output_9_0_g172 ) ) , _SplitToningFade); float4 appendResult18_g170 = (float4(lerpResult11_g170 , temp_output_1_0_g170.a)); #ifdef _ENABLESPLITTONING_ON float4 staticSwitch93 = appendResult18_g170; #else float4 staticSwitch93 = staticSwitch64; #endif float4 temp_output_1_0_g173 = staticSwitch93; float3 temp_output_4_0_g173 = (temp_output_1_0_g173).rgb; float4 break12_g173 = temp_output_1_0_g173; float3 lerpResult7_g173 = lerp( temp_output_4_0_g173 , ( temp_output_4_0_g173 + (_BlackTintColor).rgb ) , pow( ( 1.0 - min( max( max( break12_g173.r , break12_g173.g ) , break12_g173.b ) , 1.0 ) ) , max( _BlackTintPower , 0.001 ) )); float3 lerpResult13_g173 = lerp( temp_output_4_0_g173 , lerpResult7_g173 , _BlackTintFade); float4 appendResult11_g173 = (float4(lerpResult13_g173 , break12_g173.a)); #ifdef _ENABLEBLACKTINT_ON float4 staticSwitch79 = appendResult11_g173; #else float4 staticSwitch79 = staticSwitch93; #endif float4 temp_output_1_0_g174 = staticSwitch79; float saferPower11_g174 = abs( ( 1.0 - temp_output_1_0_g174.a ) ); float3 lerpResult4_g174 = lerp( (temp_output_1_0_g174).rgb , (_AlphaTintColor).rgb , ( pow( saferPower11_g174 , _AlphaTintPower ) * _AlphaTintFade * step( _AlphaTintMinAlpha , temp_output_1_0_g174.a ) )); float4 appendResult13_g174 = (float4(lerpResult4_g174 , temp_output_1_0_g174.a)); #ifdef _ENABLEALPHATINT_ON float4 staticSwitch86 = appendResult13_g174; #else float4 staticSwitch86 = staticSwitch79; #endif float4 break2_g175 = staticSwitch86; float3 appendResult4_g175 = (float3(break2_g175.r , break2_g175.g , break2_g175.b)); float3 hsvTorgb16_g175 = RGBToHSV( appendResult4_g175 ); float clampResult18_g175 = clamp( ( hsvTorgb16_g175.y * _AdjustColorSaturation ) , 0.0 , 1.0 ); float temp_output_9_0_g176 = max( _AdjustColorContrast , 0.0 ); float saferPower7_g176 = abs( ( hsvTorgb16_g175.z + ( 0.1 * max( ( 1.0 - temp_output_9_0_g176 ) , 0.0 ) ) ) ); float3 hsvTorgb24_g175 = HSVToRGB( float3(( hsvTorgb16_g175.x + _AdjustColorHueShift ),clampResult18_g175,( pow( saferPower7_g176 , temp_output_9_0_g176 ) * _AdjustColorBrightness )) ); float3 lerpResult9_g175 = lerp( appendResult4_g175 , hsvTorgb24_g175 , _AdjustColorFade); float4 appendResult3_g175 = (float4(lerpResult9_g175 , break2_g175.a)); #ifdef _ENABLEADJUSTCOLOR_ON float4 staticSwitch84 = appendResult3_g175; #else float4 staticSwitch84 = staticSwitch86; #endif fixed4 col = staticSwitch84; UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } } CustomEditor "CartoonCoffeeLightningVFX.ParticleShaderGUI" Fallback "2" } /*ASEBEGIN 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