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396 lines
22 KiB

// 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 "CartoonCoffeeFireVFX.ParticleShaderGUI"
Fallback "2"
}
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