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296 lines
16 KiB
296 lines
16 KiB
Shader "Hovl/Particles/Add_Fresnel"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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_Noise("Noise", 2D) = "white" {}
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_Color("Color", Color) = (0.5,0.5,0.5,1)
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_Emission("Emission", Float) = 2
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_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
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_Flow("Flow", 2D) = "white" {}
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_Mask("Mask", 2D) = "white" {}
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_Distortionpower("Distortion power", Float) = 0.2
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_Fresnelscale("Fresnel scale", Float) = 3
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_Fresnelpower("Fresnel power", Float) = 3
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_Depthpower("Depth power", Float) = 0.2
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[Toggle]_Useonlycolor("Use only color", Float) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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Category
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{
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SubShader
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{
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LOD 0
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest LEqual
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Pass {
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CGPROGRAM
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#if defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_D3D9)
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#define FRONT_FACE_SEMANTIC VFACE
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#define FRONT_FACE_TYPE float
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#else
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#define FRONT_FACE_SEMANTIC SV_IsFrontFace
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#define FRONT_FACE_TYPE bool
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#endif
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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//#pragma target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityShaderVariables.cginc"
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float3 ase_normal : NORMAL;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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float4 ase_texcoord3 : TEXCOORD3;
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float4 ase_texcoord4 : TEXCOORD4;
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//float4 ase_texcoord5 : TEXCOORD5;
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};
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#if UNITY_VERSION >= 560
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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#else
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uniform sampler2D_float _CameraDepthTexture;
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#endif
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//Don't delete this comment
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// uniform sampler2D_float _CameraDepthTexture;
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uniform sampler2D _MainTex;
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uniform fixed4 _TintColor;
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uniform float4 _MainTex_ST;
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uniform float _Useonlycolor;
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uniform float4 _SpeedMainTexUVNoiseZW;
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uniform sampler2D _Mask;
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uniform float4 _Mask_ST;
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uniform sampler2D _Flow;
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uniform float4 _Flow_ST;
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uniform float _Distortionpower;
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uniform sampler2D _Noise;
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uniform float4 _Noise_ST;
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uniform float4 _Color;
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uniform float _Emission;
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uniform float _Fresnelscale;
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uniform float _Fresnelpower;
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uniform float _Depthpower;
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v2f vert ( appdata_t v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 ase_worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.ase_texcoord3.xyz = ase_worldPos;
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float3 ase_worldNormal = UnityObjectToWorldNormal(v.ase_normal);
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o.ase_texcoord4.xyz = ase_worldNormal;
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float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
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float4 screenPos = ComputeScreenPos(ase_clipPos);
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//o.ase_texcoord5 = screenPos;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord3.w = 0;
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o.ase_texcoord4.w = 0;
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = v.texcoord;
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag ( v2f i , FRONT_FACE_TYPE ase_vface : FRONT_FACE_SEMANTIC ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( i );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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float fade = 1;
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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fade = saturate (_Depthpower * (sceneZ-partZ));
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#endif
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float2 appendResult186 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
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float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
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float2 appendResult177 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
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float3 uv_Flow = i.texcoord.xyz;
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uv_Flow.xy = i.texcoord.xyz.xy * _Flow_ST.xy + _Flow_ST.zw;
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float4 tex2DNode203 = tex2D( _MainTex, ( ( ( appendResult186 * _Time.y ) + uv_MainTex ) - ( (( tex2D( _Mask, uv_Mask ) * tex2D( _Flow, ( ( _Time.y * appendResult177 ) + (uv_Flow).xy ) ) )).rg * _Distortionpower ) ) );
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float2 uv_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
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float4 tex2DNode211 = tex2D( _Noise, uv_Noise );
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float w199 = (1.0 + (uv_Flow.z - 0.0) * (128.0 - 1.0) / (1.0 - 0.0));
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float4 temp_cast_3 = (tex2DNode203.a).xxxx;
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float div207=256.0/float((int)w199);
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float4 posterize207 = ( floor( temp_cast_3 * div207 ) / div207 );
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float opac215 = (posterize207).a;
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float3 ase_worldPos = i.ase_texcoord3.xyz;
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float3 ase_worldViewDir = UnityWorldSpaceViewDir(ase_worldPos);
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ase_worldViewDir = normalize(ase_worldViewDir);
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float3 ase_worldNormal = i.ase_texcoord4.xyz;
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float fresnelNdotV187 = dot( ase_worldNormal, ase_worldViewDir );
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float fresnelNode187 = ( 0.0 + _Fresnelscale * pow( 1.0 - fresnelNdotV187, _Fresnelpower ) );
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float clampResult193 = clamp( fresnelNode187 , 0.0 , 1.0 );
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float switchResult206 = (((ase_vface>0)?(clampResult193):(0.0)));
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float clampResult202 = clamp( fade , 0.0 , 1.0 );
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float clampResult214 = clamp( ( (1.0 + (clampResult202 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) - switchResult206 ) , 0.0 , 1.0 );
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float4 appendResult224 = (float4(( lerp(float4( (( tex2DNode203 * tex2DNode211 * _Color * i.color )).rgb , 0.0 ),_Color,_Useonlycolor) * _Emission ).rgb , ( opac215 * tex2DNode211.a * _Color.a * i.color.a * ( switchResult206 + clampResult214 ) )));
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fixed4 col = appendResult224;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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}
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|
|
WireConnection;222;0;179;0
|
|
WireConnection;180;0;178;0
|
|
WireConnection;180;1;222;0
|
|
WireConnection;182;1;180;0
|
|
WireConnection;186;0;175;1
|
|
WireConnection;186;1;175;2
|
|
WireConnection;185;0;181;0
|
|
WireConnection;185;1;182;0
|
|
WireConnection;189;0;186;0
|
|
WireConnection;189;1;176;2
|
|
WireConnection;190;0;185;0
|
|
WireConnection;195;0;189;0
|
|
WireConnection;195;1;188;0
|
|
WireConnection;194;0;190;0
|
|
WireConnection;194;1;191;0
|
|
WireConnection;196;0;179;3
|
|
WireConnection;187;2;184;0
|
|
WireConnection;187;3;183;0
|
|
WireConnection;200;0;195;0
|
|
WireConnection;200;1;194;0
|
|
WireConnection;199;0;196;0
|
|
WireConnection;197;0;192;0
|
|
WireConnection;193;0;187;0
|
|
WireConnection;202;0;197;0
|
|
WireConnection;203;1;200;0
|
|
WireConnection;206;0;193;0
|
|
WireConnection;205;0;202;0
|
|
WireConnection;207;1;203;4
|
|
WireConnection;207;0;201;0
|
|
WireConnection;212;0;205;0
|
|
WireConnection;212;1;206;0
|
|
WireConnection;209;0;207;0
|
|
WireConnection;213;0;203;0
|
|
WireConnection;213;1;211;0
|
|
WireConnection;213;2;208;0
|
|
WireConnection;213;3;210;0
|
|
WireConnection;214;0;212;0
|
|
WireConnection;215;0;209;0
|
|
WireConnection;223;0;213;0
|
|
WireConnection;225;0;223;0
|
|
WireConnection;225;1;208;0
|
|
WireConnection;218;0;206;0
|
|
WireConnection;218;1;214;0
|
|
WireConnection;221;0;216;0
|
|
WireConnection;221;1;211;4
|
|
WireConnection;221;2;208;4
|
|
WireConnection;221;3;210;4
|
|
WireConnection;221;4;218;0
|
|
WireConnection;219;0;225;0
|
|
WireConnection;219;1;220;0
|
|
WireConnection;224;0;219;0
|
|
WireConnection;224;3;221;0
|
|
WireConnection;123;0;224;0
|
|
ASEEND*/
|
|
//CHKSM=D4AB6591B7C5F48A19328108EB7F0EB6A4DCCE88
|