1130 lines
47 KiB
Plaintext
1130 lines
47 KiB
Plaintext
Shader "AllIn1Vfx/AllIn1Vfx"
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{
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Properties
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{
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_RenderingMode("Rendering Mode", float) = 0 // 0
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_SrcMode("SrcMode", float) = 5 // 1
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_DstMode("DstMode", float) = 10 // 2
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_CullingOption("Culling Option", float) = 0 // 3
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_ZWrite("Depth Write", float) = 0.0 // 4
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_ZTestMode("Z Test Mode", float) = 4 // 5
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_ColorMask("Color Write Mask", float) = 15 // 6
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_Alpha("Global Alpha", Range(0, 1)) = 1 //7
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_Color("Global Color", Color) = (1,1,1,1) //8
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_TimingSeed("Random Seed", Float) = 0.0 //9
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_EditorDrawers("Editor Drawers", Int) = 60 //10
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_MainTex("Shape1 Texture", 2D) = "white" {} //11
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[HDR] _ShapeColor("Shape1 Color", Color) = (1,1,1,1) //12
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_ShapeXSpeed("Shape1 X Speed", Float) = 0 //13
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_ShapeYSpeed("Shape1 Y Speed", Float) = 0 //14
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_ShapeContrast("Shape1 Contrast", Range (0, 10)) = 1 //15
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_ShapeBrightness("Shape1 Brightness", Range (-1, 1)) = 0 //16
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_ShapeDistortTex("Distortion Texture", 2D) = "black" {} //17
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_ShapeDistortAmount("Distortion Amount", Range(0, 10)) = 0.5 //18
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_ShapeDistortXSpeed("Scroll speed X", Float) = 0.1 //19
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_ShapeDistortYSpeed("Scroll speed Y", Float) = 0.1 //20
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_ShapeColorWeight("Shape1 RGB Weight", Range(0, 5)) = 1 //21
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_ShapeAlphaWeight("Shape1 A Weight", Range(0, 5)) = 1 //22
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_Shape2Tex ("Shape2 Texture", 2D) = "white" {} //23
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[HDR] _Shape2Color("Shape2 Color", Color) = (1,1,1,1)
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_Shape2XSpeed("Shape2 X Speed", Float) = 0
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_Shape2YSpeed("Shape2 Y Speed", Float) = 0
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_Shape2Contrast("Shape2 Contrast", Range (0, 10)) = 1
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_Shape2Brightness("Shape2 Brightness", Range (-1, 1)) = 0
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_Shape2DistortTex("Distortion Texture", 2D) = "black" {}
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_Shape2DistortAmount("Distortion Amount", Range(0,10)) = 0.5
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_Shape2DistortXSpeed("Scroll Speed X", Float) = 0.1
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_Shape2DistortYSpeed("Scroll Speed Y", Float) = 0.1
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_Shape2ColorWeight("Shape2 RGB Weight", Range(0, 5)) = 2
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_Shape2AlphaWeight("Shape2 A Weight", Range(0, 5)) = 2 //34
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_Shape3Tex("Shape3 Texture", 2D) = "white" {} //35
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[HDR] _Shape3Color("Shape3 Color", Color) = (1,1,1,1)
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_Shape3XSpeed("Shape3 X Speed", Float) = 0
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_Shape3YSpeed("Shape3 Y Speed", Float) = 0
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_Shape3Contrast("Shape3 Contrast", Range (0, 10)) = 1
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_Shape3Brightness("Shape3 Brightness", Range (-1, 1)) = 0
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_Shape3DistortTex("Distortion Texture", 2D) = "black" {}
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_Shape3DistortAmount("Distortion Amount", Range(0, 10)) = 0.5
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_Shape3DistortXSpeed("Scroll Speed X", Float) = 0.1
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_Shape3DistortYSpeed("Scroll Speed Y", Float) = 0.1
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_Shape3ColorWeight("Shape3 RGB Weight", Range(0, 5)) = 2
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_Shape3AlphaWeight("Shape3 A Weight", Range(0, 5)) = 2 //46
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_SoftFactor("Soft Particles Factor", Range(0.01, 3.0)) = 0.5 //47
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[NoScaleOffset] _ColorRampTex("Color Ramp Texture", 2D) = "white" {} //48
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_ColorRampLuminosity("Color Ramp luminosity", Range(-1, 1)) = 0 //49
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[AllIn1VfxGradient] _ColorRampTexGradient("Color Ramp Gradient", 2D) = "white" {} //50
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_ColorRampBlend ("Color Ramp Blend", Range(0, 1)) = 1 // 51
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_AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.25 //52
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_AlphaStepMin("Smoothstep Min", Range(0, 1)) = 0.0 //53
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_AlphaStepMax("Smoothstep Max", Range(0, 1)) = 0.075 //54
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_AlphaFadeAmount("Fade Amount", Range(-0.1, 1)) = -0.1 //55
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_AlphaFadeSmooth("Fade Transition", Range(0.0, 1.5)) = 0.075 //56
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_AlphaFadePow("Fade Power", Range(0.001, 10)) = 1 //57
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_TrailWidthPower("Trail Width Power", Range(0.1, 5.0)) = 1.0 //58
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[AllIn1VfxGradient] _TrailWidthGradient("Trail Width Gradient", 2D) = "white" {} //59
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_GlowColor("Glow Color", Color) = (1,1,1,1) //60
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_Glow("Glow Color Intensity", float) = 0 //61
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_GlowGlobal("Global Glow Intensity", float) = 1 //62
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_GlowTex("Glow Mask Texture", 2D) = "white" {} //63
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_DepthGlowDist("Depth Distance", Range(0.01, 10.0)) = 0.5 //64
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_DepthGlowPow("Depth Power", Range(0.01, 10.0)) = 1 //65
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_DepthGlowColor("Glow Color", Color) = (1,1,1,1) //66
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_DepthGlow("Glow Color Intensity", float) = 1 //67
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_DepthGlowGlobal("Global Glow Intensity", float) = 1 //68
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_MaskTex("Mask Texture", 2D) = "white" {} //69
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_MaskPow("Mask Power", Range(0.001, 10)) = 1 //70
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_HsvShift("Hue Shift", Range(0, 360)) = 180 //71
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_HsvSaturation("Saturation", Range(0, 2)) = 1 //72
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_HsvBright("Brightness", Range(0, 2)) = 1 //73
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_RandomSh1Mult("Shape 1 Mult", Range(0, 1)) = 1.0 //74
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_RandomSh2Mult("Shape 2 Mult", Range(0, 1)) = 1.0 //75
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_RandomSh3Mult("Shape 3 Mult", Range(0, 1)) = 1.0 //76
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_PixelateSize("Pixelate size", Range(4, 512)) = 32 //77
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_DistortTex("Distortion Texture", 2D) = "black" {} //78
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_DistortAmount("Distortion Amount", Range(0, 10)) = 0.5 //79
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_DistortTexXSpeed("Scroll Speed X", Range(-50, 50)) = 5 //80
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_DistortTexYSpeed("Scroll Speed Y", Range(-50, 50)) = 5 //81
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[HDR] _BackFaceTint("Backface Tint", Color) = (0.5, 0.5, 0.5, 1) //82
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[HDR] _FrontFaceTint("Frontface Tint", Color) = (1, 1, 1, 1) //83
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_ShakeUvSpeed("Shake Speed", Range(0, 50)) = 20 //84
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_ShakeUvX("X Multiplier", Range(-15, 15)) = 5 //85
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_ShakeUvY("Y Multiplier", Range(-15, 15)) = 4 //86
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_WaveAmount("Wave Amount", Range(0, 25)) = 7 //87
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_WaveSpeed("Wave Speed", Range(0, 25)) = 10 //88
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_WaveStrength("Wave Strength", Range(0, 25)) = 7.5 //89
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_WaveX("Wave X Axis", Range(0, 1)) = 0 //90
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_WaveY("Wave Y Axis", Range(0, 1)) = 0.5 //91
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_RoundWaveStrength("Wave Strength", Range(0, 1)) = 0.7 //92
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_RoundWaveSpeed("Wave Speed", Range(0, 5)) = 2 //93
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_TwistUvAmount("Twist Amount", Range(0, 3.1416)) = 1 //94
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_TwistUvPosX("Twist Pos X Axis", Range(0, 1)) = 0.5 //95
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_TwistUvPosY("Twist Pos Y Axis", Range(0, 1)) = 0.5 //96
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_TwistUvRadius("Twist Radius", Range(0, 3)) = 0.75 //97
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_HandDrawnAmount("Hand Drawn Amount", Range(0, 40)) = 10 //98
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_HandDrawnSpeed("Hand Drawn Speed", Range(1, 30)) = 5 //99
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_OffsetSh1("Shape 1 Offset Mult", Range(-5, 5)) = 1 //100
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_OffsetSh2("Shape 2 Offset Mult", Range(-5, 5)) = 1 //101
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_OffsetSh3("Shape 3 Offset Mult", Range(-5, 5)) = 1 //102
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_DistNormalMap("Normal Map", 2D) = "bump" {} //103
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_DistortionPower("Distortion Power", Float) = 10 //104
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_DistortionBlend("Distortion Blend", Range(0, 1)) = 1 //105
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_DistortionScrollXSpeed("Scroll speed X Axis", Float) = 0 //106
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_DistortionScrollYSpeed("Scroll speed Y Axis", Float) = 0 //107
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_TextureScrollXSpeed("Speed X Axis", Float) = 1 //108
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_TextureScrollYSpeed("Speed Y Axis", Float) = 0 //109
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_VertOffsetTex("Offset Noise Texture", 2D) = "white" {} //110
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_VertOffsetAmount("Offset Amount", Range(0, 2)) = 0.5 //111
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_VertOffsetPower("Offset Power", Range(0.01, 10)) = 1 //112
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_VertOffsetTexXSpeed("Scroll Speed X", Range(-2, 2)) = 0.1 //113
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_VertOffsetTexYSpeed("Scroll Speed Y", Range(-2, 2)) = 0.1 //114
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_FadeTex("Fade Texture", 2D) = "white" {} //115
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_FadeAmount("Fade Amount", Range(-0.1, 1)) = -0.1 //116
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_FadeTransition("Fade Transition", Range(0.01, 0.75)) = 0.075 //117
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_FadePower("Fade Power", Range(0.001, 10)) = 1 //118
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_FadeScrollXSpeed("Speed X Axis", Float) = 0 //119
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_FadeScrollYSpeed("Speed Y Axis", Float) = 0 //120
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_FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //121
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[HDR] _FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //122
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_FadeBurnWidth("Fade Burn Width", Range(0, 0.2)) = 0.01 //123
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_FadeBurnGlow("Fade Burn Glow", Range(1, 250)) = 5//124
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[HDR] _ColorGradingLight("Light Color Tint", Color) = (1,1,1,1) //125
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[HDR] _ColorGradingMiddle("Mid Tone Color Tint", Color) = (1,1,1,1) //126
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[HDR] _ColorGradingDark("Dark/Shadow Color Tint", Color) = (1,1,1,1) //127
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_ColorGradingMidPoint("Mid Point", Range(0.01, 0.99)) = 0.5 //128
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_CamDistFadeStepMin("Far Fade Start Point", Range(0, 1000)) = 0.0 //129
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_CamDistFadeStepMax("Far Fade End Point", Range(0, 1000)) = 100 //130
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_CamDistProximityFade("Close Fade Start Point", Range(0, 250)) = 0.0 //131
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_ScreenUvShDistScale("Scale With Dist Amount", Range(0, 1)) = 1 //132
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_ScreenUvSh2DistScale("Scale With Dist Amount", Range(0, 1)) = 1 //133
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_ScreenUvSh3DistScale("Scale With Dist Amount", Range(0, 1)) = 1 //134
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[HDR] _RimColor("Rim Color", Color) = (1, 1, 1, 1) //135
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_RimBias("Rim Bias", Range(0, 1)) = 0 //136
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_RimScale("Rim Scale", Range(0, 25)) = 1 //137
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_RimPower("Rim Power", Range(0.1, 20.0)) = 5.0 //138
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_RimIntensity("Rim Intensity", Range(0.0, 50.0)) = 1 //139
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_RimAddAmount("Add Amount (0 is mult)", Range(0.0, 1.0)) = 1 //140
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_RimErodesAlpha("Erode Transparency", Range(0.0, 2.0)) = 0 //141
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_Shape1MaskTex("Shape 1 Mask Texture", 2D) = "white" {} //142
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_Shape1MaskPow("Shape 1 Mask Power", Range(0.001, 10)) = 1 //143
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_LightAmount("Light Amount", Range(0, 1)) = 0//144
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[HDR] _LightColor("Light Color", Color) = (1,1,1,1) //147
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_ShadowAmount("Shadow Amount", Range(0, 1)) = 0.4//148
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_ShadowStepMin("Shadow Min", Range(0, 1)) = 0.0 //149
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_ShadowStepMax("Shadow Max", Range(0, 1)) = 1.0 //148
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_PosterizeNumColors("Number of Colors", Range(1, 30)) = 5 //149
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_ShapeRotationOffset("Rotation Offset", Range(0, 6.28318530718)) = 0 //150
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_ShapeRotationSpeed("Rotation Speed", Float) = 0 //151
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_Shape2RotationOffset("Rotation Offset", Range(0, 6.28318530718)) = 0 //152
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_Shape2RotationSpeed("Rotation Speed", Float) = 0 //153
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_Shape3RotationOffset("Rotation Offset", Range(0, 6.28318530718)) = 0 //154
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_Shape3RotationSpeed("Rotation Speed", Float) = 0 //155
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_Sh1BlendOffset("Shape 1 Blend Offset", Range(-5, 5)) = 0 //156
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_Sh2BlendOffset("Shape 2 Blend Offset", Range(-5, 5)) = 0 //157
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_Sh3BlendOffset("Shape 3 Blend Offset", Range(-5, 5)) = 0 //158
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_DebugShape("Shape Debug Number", Int) = 1 //160 Needs to be last property
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent" "CanUseSpriteAtlas" = "True" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane"
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}
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Blend [_SrcMode] [_DstMode]
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Cull [_CullingOption]
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ZWrite [_ZWrite]
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ZTest [_ZTestMode]
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ColorMask [_ColorMask]
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Lighting Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#pragma shader_feature_local TIMEISCUSTOM_ON
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#pragma shader_feature_local ADDITIVECONFIG_ON
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#pragma shader_feature_local PREMULTIPLYALPHA_ON
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#pragma shader_feature_local PREMULTIPLYCOLOR_ON
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#pragma shader_feature_local SPLITRGBA_ON
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#pragma shader_feature_local SHAPEADD_ON
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#pragma shader_feature_local FOG_ON /////////////////Pipeline specific implementation
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#pragma shader_feature_local SCREENDISTORTION_ON /////////////////Pipeline specific implementation
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#pragma shader_feature_local DISTORTUSECOL_ON /////////////////Pipeline specific implementation, inside SCREENDISTORTION_ON
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#pragma shader_feature_local DISTORTONLYBACK_ON /////////////////Pipeline specific implementation, inside SCREENDISTORTION_ON
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#pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation
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#pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation
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#pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation
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#pragma shader_feature_local SHAPEDEBUG_ON
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#pragma shader_feature_local SHAPE1CONTRAST_ON
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#pragma shader_feature_local SHAPE1DISTORT_ON
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#pragma shader_feature_local SHAPE1ROTATE_ON
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#pragma shader_feature_local SHAPE1SHAPECOLOR_ON
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#pragma shader_feature_local SHAPE2_ON
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#pragma shader_feature_local SHAPE2CONTRAST_ON
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#pragma shader_feature_local SHAPE2DISTORT_ON
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#pragma shader_feature_local SHAPE2ROTATE_ON
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#pragma shader_feature_local SHAPE2SHAPECOLOR_ON
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#pragma shader_feature_local SHAPE3_ON
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#pragma shader_feature_local SHAPE3CONTRAST_ON
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#pragma shader_feature_local SHAPE3DISTORT_ON
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#pragma shader_feature_local SHAPE3ROTATE_ON
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#pragma shader_feature_local SHAPE3SHAPECOLOR_ON
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#pragma shader_feature_local GLOW_ON
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#pragma shader_feature_local GLOWTEX_ON
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#pragma shader_feature_local SOFTPART_ON /////////////////Pipeline specific implementation
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#pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation
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#pragma shader_feature_local MASK_ON
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#pragma shader_feature_local COLORRAMP_ON
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#pragma shader_feature_local COLORRAMPGRAD_ON
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#pragma shader_feature_local COLORGRADING_ON
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#pragma shader_feature_local HSV_ON
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#pragma shader_feature_local POSTERIZE_ON
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#pragma shader_feature_local PIXELATE_ON
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#pragma shader_feature_local DISTORT_ON
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#pragma shader_feature_local SHAKEUV_ON
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#pragma shader_feature_local WAVEUV_ON
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#pragma shader_feature_local ROUNDWAVEUV_ON
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#pragma shader_feature_local TWISTUV_ON
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#pragma shader_feature_local DOODLE_ON
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#pragma shader_feature_local OFFSETSTREAM_ON
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#pragma shader_feature_local TEXTURESCROLL_ON
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#pragma shader_feature_local VERTOFFSET_ON
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#pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation
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#pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation
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#pragma shader_feature_local POLARUV_ON
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#pragma shader_feature_local POLARUVDISTORT_ON
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#pragma shader_feature_local SHAPE1MASK_ON
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#pragma shader_feature_local TRAILWIDTH_ON
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#pragma shader_feature_local LIGHTANDSHADOW_ON
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#pragma shader_feature_local SHAPETEXOFFSET_ON
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#pragma shader_feature_local SHAPEWEIGHTS_ON
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#pragma shader_feature_local ALPHACUTOFF_ON
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#pragma shader_feature_local ALPHASMOOTHSTEP_ON
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#pragma shader_feature_local FADE_ON
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#pragma shader_feature_local FADEBURN_ON
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#pragma shader_feature_local ALPHAFADE_ON
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#pragma shader_feature_local ALPHAFADEUSESHAPE1_ON
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#pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON
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#pragma shader_feature ALPHAFADETRANSPARENCYTOO_ON
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#pragma shader_feature ALPHAFADEINPUTSTREAM_ON
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#pragma shader_feature CAMDISTFADE_ON
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#include "UnityCG.cginc"
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#include "AllIn1VfxFunctions.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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//z component is custom data from particle system and will be used as Timing Seed
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//w is potentially used for alpha custom stream input
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float4 uv : TEXCOORD0;
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#if OFFSETSTREAM_ON && !SHAPEWEIGHTS_ON
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half2 customData1 : TEXCOORD1; //x and y are the shapes uv offset
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#elif SHAPEWEIGHTS_ON
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half3 customData1 : TEXCOORD1; //z is the shapes weight offset
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#endif
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#if VERTOFFSET_ON || RIM_ON || BACKFACETINT_ON || LIGHTANDSHADOW_ON
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half3 normal : NORMAL;
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#endif
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half4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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//z component is custom data from particle system and will be used as Timing Seed
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//w is potentially used for alpha custom stream input
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float4 uvSeed : TEXCOORD0;
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float4 vertex : SV_POSITION;
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half4 color : COLOR;
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#if OFFSETSTREAM_ON && !SHAPEWEIGHTS_ON
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half2 offsetCustomData : TEXCOORD1;
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#elif SHAPEWEIGHTS_ON
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half3 offsetCustomData : TEXCOORD1;
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#endif
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#if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON
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half2 uvSh1DistTex : TEXCOORD2;
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#endif
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#if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON
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half2 uvSh2DistTex : TEXCOORD3;
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#endif
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#if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON
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half2 uvSh3DistTex : TEXCOORD4;
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#endif
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#if DISTORT_ON && !POLARUVDISTORT_ON
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half2 uvDistTex : TEXCOORD5;
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#endif
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#if CAMDISTFADE_ON
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half4 worldPos : TEXCOORD6;
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#endif
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#if RIM_ON || BACKFACETINT_ON || LIGHTANDSHADOW_ON
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half3 viewDir : TEXCOORD7;
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half3 normal : NORMAL;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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half4 _Color;
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half _Alpha;
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#if TIMEISCUSTOM_ON
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float4 globalCustomTime;
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#endif
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sampler2D _MainTex;
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half4 _MainTex_ST, _ShapeColor;
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half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight;
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#if SHAPE1CONTRAST_ON
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half _ShapeContrast, _ShapeBrightness;
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#endif
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#if SHAPE1DISTORT_ON
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sampler2D _ShapeDistortTex;
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half4 _ShapeDistortTex_ST;
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half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed;
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#endif
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#if SHAPE1ROTATE_ON
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|
half _ShapeRotationOffset, _ShapeRotationSpeed;
|
|
#endif
|
|
#if OFFSETSTREAM_ON
|
|
half _OffsetSh1;
|
|
#endif
|
|
#if SHAPEWEIGHTS_ON
|
|
half _Sh1BlendOffset;
|
|
#endif
|
|
|
|
#if SHAPE2_ON
|
|
sampler2D _Shape2Tex;
|
|
half4 _Shape2Tex_ST, _Shape2Color;
|
|
half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight;
|
|
#if SHAPE2CONTRAST_ON
|
|
half _Shape2Contrast, _Shape2Brightness;
|
|
#endif
|
|
#if SHAPE2DISTORT_ON
|
|
sampler2D _Shape2DistortTex;
|
|
half4 _Shape2DistortTex_ST;
|
|
half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed;
|
|
#endif
|
|
#if SHAPE2ROTATE_ON
|
|
half _Shape2RotationOffset, _Shape2RotationSpeed;
|
|
#endif
|
|
#if OFFSETSTREAM_ON
|
|
half _OffsetSh2;
|
|
#endif
|
|
#if SHAPEWEIGHTS_ON
|
|
half _Sh2BlendOffset;
|
|
#endif
|
|
#endif
|
|
|
|
#if SHAPE3_ON
|
|
sampler2D _Shape3Tex;
|
|
half4 _Shape3Tex_ST, _Shape3Color;
|
|
half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight;
|
|
#if SHAPE3CONTRAST_ON
|
|
half _Shape3Contrast, _Shape3Brightness;
|
|
#endif
|
|
#if SHAPE3DISTORT_ON
|
|
sampler2D _Shape3DistortTex;
|
|
half4 _Shape3DistortTex_ST;
|
|
half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed;
|
|
#endif
|
|
#if SHAPE3ROTATE_ON
|
|
half _Shape3RotationOffset, _Shape3RotationSpeed;
|
|
#endif
|
|
#if OFFSETSTREAM_ON
|
|
half _OffsetSh3;
|
|
#endif
|
|
#if SHAPEWEIGHTS_ON
|
|
half _Sh3BlendOffset;
|
|
#endif
|
|
#endif
|
|
|
|
#if GLOW_ON
|
|
half4 _GlowColor;
|
|
half _Glow, _GlowGlobal;
|
|
#if GLOWTEX_ON
|
|
sampler2D _GlowTex;
|
|
half4 _GlowTex_ST;
|
|
#endif
|
|
#endif
|
|
|
|
#if MASK_ON
|
|
sampler2D _MaskTex;
|
|
half4 _MaskTex_ST;
|
|
half _MaskPow;
|
|
#endif
|
|
|
|
#if COLORRAMP_ON
|
|
sampler2D _ColorRampTex;
|
|
half _ColorRampLuminosity, _ColorRampBlend;
|
|
#endif
|
|
|
|
#if COLORRAMPGRAD_ON
|
|
sampler2D _ColorRampTexGradient;
|
|
#endif
|
|
|
|
#if ALPHACUTOFF_ON
|
|
half _AlphaCutoffValue;
|
|
#endif
|
|
|
|
#if ALPHASMOOTHSTEP_ON
|
|
half _AlphaStepMin, _AlphaStepMax;
|
|
#endif
|
|
|
|
#if ALPHAFADE_ON
|
|
half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow;
|
|
#endif
|
|
|
|
#if HSV_ON
|
|
half _HsvShift, _HsvSaturation, _HsvBright;
|
|
#endif
|
|
|
|
#if POSTERIZE_ON
|
|
half _PosterizeNumColors;
|
|
#endif
|
|
|
|
#if PIXELATE_ON
|
|
half _PixelateSize;
|
|
#endif
|
|
|
|
#if DISTORT_ON
|
|
sampler2D _DistortTex;
|
|
half4 _DistortTex_ST;
|
|
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
|
|
#endif
|
|
|
|
#if TEXTURESCROLL_ON
|
|
half _TextureScrollXSpeed, _TextureScrollYSpeed;
|
|
#endif
|
|
|
|
#if SHAKEUV_ON
|
|
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
|
|
#endif
|
|
|
|
#if WAVEUV_ON
|
|
half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
|
|
#endif
|
|
|
|
#if ROUNDWAVEUV_ON
|
|
half _RoundWaveStrength, _RoundWaveSpeed;
|
|
#endif
|
|
|
|
#if TWISTUV_ON
|
|
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
|
|
#endif
|
|
|
|
#if DOODLE_ON
|
|
half _HandDrawnAmount, _HandDrawnSpeed;
|
|
#endif
|
|
|
|
#if ROUNDWAVEUV_ON || PIXELATE_ON
|
|
half4 _MainTex_TexelSize;
|
|
#endif
|
|
|
|
#if VERTOFFSET_ON
|
|
sampler2D _VertOffsetTex;
|
|
half4 _VertOffsetTex_ST;
|
|
half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed;
|
|
#endif
|
|
|
|
#if FADE_ON
|
|
sampler2D _FadeTex;
|
|
half4 _FadeTex_ST;
|
|
half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed;
|
|
#if FADEBURN_ON
|
|
sampler2D _FadeBurnTex;
|
|
half4 _FadeBurnColor, _FadeBurnTex_ST;
|
|
half _FadeBurnWidth, _FadeBurnGlow;
|
|
#endif
|
|
#endif
|
|
|
|
#if COLORGRADING_ON
|
|
half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark;
|
|
half _ColorGradingMidPoint;
|
|
#endif
|
|
|
|
#if CAMDISTFADE_ON
|
|
half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade;
|
|
#endif
|
|
|
|
#if RIM_ON
|
|
half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha;
|
|
half4 _RimColor;
|
|
#endif
|
|
|
|
#if BACKFACETINT_ON
|
|
half4 _BackFaceTint, _FrontFaceTint;
|
|
#endif
|
|
|
|
#if SHAPEDEBUG_ON
|
|
half _DebugShape;
|
|
#endif
|
|
|
|
#if SHAPE1MASK_ON
|
|
sampler2D _Shape1MaskTex;
|
|
half4 _Shape1MaskTex_ST;
|
|
half _Shape1MaskPow;
|
|
#endif
|
|
|
|
#if TRAILWIDTH_ON
|
|
half _TrailWidthPower;
|
|
sampler2D _TrailWidthGradient;
|
|
#endif
|
|
|
|
#if LIGHTANDSHADOW_ON
|
|
half3 _All1VfxLightDir;
|
|
half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount;
|
|
half4 _LightColor;
|
|
#endif
|
|
|
|
#if SHAPETEXOFFSET_ON
|
|
half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult;
|
|
#endif
|
|
|
|
UNITY_INSTANCING_BUFFER_START(Seeds)
|
|
UNITY_DEFINE_INSTANCED_PROP(half, _TimingSeed)
|
|
UNITY_INSTANCING_BUFFER_END(Seeds)
|
|
|
|
v2f vert(appdata v)
|
|
{
|
|
v2f o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.uvSeed = v.uv;
|
|
o.color = v.color;
|
|
|
|
#if VERTOFFSET_ON
|
|
#if TIMEISCUSTOM_ON
|
|
const half time = v.uv.z + globalCustomTime.y;
|
|
#else
|
|
const half time = v.uv.z + _Time.y;
|
|
#endif
|
|
half4 offsetUv = half4(TRANSFORM_TEX(v.uv.xy, _VertOffsetTex), 0, 0);
|
|
offsetUv.x += (time * _VertOffsetTexXSpeed) % 1;
|
|
offsetUv.y += (time * _VertOffsetTexYSpeed) % 1;
|
|
v.vertex.xyz += v.normal * _VertOffsetAmount * pow(tex2Dlod(_VertOffsetTex, offsetUv).r, _VertOffsetPower);
|
|
#endif
|
|
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
|
|
#if CAMDISTFADE_ON
|
|
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
|
|
#endif
|
|
|
|
#if OFFSETSTREAM_ON || SHAPEWEIGHTS_ON
|
|
o.offsetCustomData = half3(0, 0, 0);
|
|
#endif
|
|
|
|
#if OFFSETSTREAM_ON
|
|
o.offsetCustomData.x = v.customData1.x;
|
|
o.offsetCustomData.y = v.customData1.y;
|
|
#endif
|
|
|
|
#if SHAPEWEIGHTS_ON
|
|
o.offsetCustomData.z = v.customData1.z;
|
|
#endif
|
|
|
|
#if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON
|
|
o.uvSh1DistTex = TRANSFORM_TEX(v.uv.xy, _ShapeDistortTex);
|
|
#endif
|
|
|
|
#if SHAPE2_ON
|
|
#if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON
|
|
o.uvSh2DistTex = TRANSFORM_TEX(v.uv.xy, _Shape2DistortTex);
|
|
#endif
|
|
#endif
|
|
|
|
#if SHAPE3_ON
|
|
#if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON
|
|
o.uvSh3DistTex = TRANSFORM_TEX(v.uv.xy, _Shape3DistortTex);
|
|
#endif
|
|
#endif
|
|
|
|
#if DISTORT_ON && !POLARUVDISTORT_ON
|
|
o.uvDistTex = TRANSFORM_TEX(v.uv, _DistortTex);
|
|
#endif
|
|
|
|
#if RIM_ON || BACKFACETINT_ON || LIGHTANDSHADOW_ON
|
|
o.viewDir = normalize(UnityWorldSpaceViewDir(mul(unity_ObjectToWorld, v.vertex)));
|
|
o.normal = UnityObjectToWorldNormal(v.normal);
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
|
|
half4 frag(v2f i) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(i);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
|
float seed = i.uvSeed.z + UNITY_ACCESS_INSTANCED_PROP(Seeds, _TimingSeed);
|
|
#if TIMEISCUSTOM_ON
|
|
const float4 shaderTime = globalCustomTime;
|
|
#else
|
|
const float4 shaderTime = _Time;
|
|
#endif
|
|
float time = shaderTime.y + seed;
|
|
|
|
#if PIXELATE_ON
|
|
half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y;
|
|
half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio);
|
|
i.uvSeed.xy = floor(i.uvSeed.xy * pixelSize) / pixelSize;
|
|
#endif
|
|
|
|
#if TWISTUV_ON
|
|
half2 tempUv = i.uvSeed.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
|
|
_TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2;
|
|
half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius;
|
|
half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0;
|
|
half s = sin(theta);
|
|
half c = cos(theta);
|
|
half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0);
|
|
tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta);
|
|
tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
|
|
i.uvSeed.xy = tempUv;
|
|
#endif
|
|
|
|
#if DOODLE_ON
|
|
half2 uvCopy = i.uvSeed.xy;
|
|
_HandDrawnSpeed = (floor((shaderTime.x + seed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed;
|
|
uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4);
|
|
uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4);
|
|
i.uvSeed.xy = lerp(i.uvSeed.xy, i.uvSeed.xy + uvCopy, 0.0005 * _HandDrawnAmount);
|
|
#endif
|
|
|
|
#if SHAKEUV_ON
|
|
half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX;
|
|
half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY;
|
|
i.uvSeed.xy += half2(xShake * 0.012, yShake * 0.01);
|
|
#endif
|
|
|
|
#if WAVEUV_ON
|
|
half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - i.uvSeed.xy;
|
|
#if ATLAS_ON
|
|
uvWave = half2(_WaveX, _WaveY) - uvRect;
|
|
#endif
|
|
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
|
|
half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0);
|
|
i.uvSeed.xy = i.uvSeed.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0);
|
|
#endif
|
|
|
|
#if ROUNDWAVEUV_ON
|
|
half xWave = ((0.5 * _MainTex_ST.x) - i.uvSeed.x);
|
|
half yWave = ((0.5 * _MainTex_ST.y) - i.uvSeed.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
|
|
half ripple = -sqrt(xWave*xWave + yWave* yWave);
|
|
i.uvSeed.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
|
|
#endif
|
|
|
|
#if POLARUV_ON
|
|
half2 prePolarUvs = i.uvSeed.xy;
|
|
i.uvSeed.xy = i.uvSeed.xy - half2(0.5, 0.5);
|
|
i.uvSeed.xy = half2(atan2(i.uvSeed.y, i.uvSeed.x) / (1.0 * 6.28318530718), length(i.uvSeed.xy) * 2.0);
|
|
i.uvSeed.xy *= _MainTex_ST.xy;
|
|
#endif
|
|
|
|
#if DISTORT_ON
|
|
#if POLARUVDISTORT_ON
|
|
half2 distortUvs = TRANSFORM_TEX(i.uvSeed.xy, _DistortTex);
|
|
#else
|
|
half2 distortUvs = i.uvDistTex.xy;
|
|
#endif
|
|
distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1;
|
|
distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1;
|
|
#if ATLAS_ON
|
|
i.uvDistTex = half2((i.uvDistTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvDistTex.y - _MinYUV) / (_MaxYUV - _MinYUV));
|
|
#endif
|
|
half distortAmnt = (tex2D(_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount;
|
|
i.uvSeed.x += distortAmnt;
|
|
i.uvSeed.y += distortAmnt;
|
|
#endif
|
|
|
|
#if TEXTURESCROLL_ON
|
|
i.uvSeed.x += (time * _TextureScrollXSpeed) % 1;
|
|
i.uvSeed.y += (time * _TextureScrollYSpeed) % 1;
|
|
#endif
|
|
|
|
#if TRAILWIDTH_ON
|
|
half width = pow(tex2D(_TrailWidthGradient, i.uvSeed).r, _TrailWidthPower);
|
|
i.uvSeed.y = (i.uvSeed.y * 2 - 1) / width * 0.5 + 0.5;
|
|
clip(i.uvSeed.y);
|
|
clip(1 - i.uvSeed.y);
|
|
#endif
|
|
|
|
float2 shape1Uv = i.uvSeed.xy;
|
|
#if SHAPE2_ON
|
|
float2 shape2Uv = shape1Uv;
|
|
#endif
|
|
#if SHAPE3_ON
|
|
float2 shape3Uv = shape1Uv;
|
|
#endif
|
|
|
|
#if CAMDISTFADE_ON
|
|
half camDistance = distance(i.worldPos, _WorldSpaceCameraPos);
|
|
#endif
|
|
|
|
shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex);
|
|
#if OFFSETSTREAM_ON
|
|
shape1Uv.x += i.offsetCustomData.x * _OffsetSh1;
|
|
shape1Uv.y += i.offsetCustomData.y * _OffsetSh1;
|
|
#endif
|
|
#if SHAPETEXOFFSET_ON
|
|
shape1Uv += seed * _RandomSh1Mult;
|
|
#endif
|
|
#if SHAPE1DISTORT_ON
|
|
#if POLARUVDISTORT_ON
|
|
half2 sh1DistortUvs = TRANSFORM_TEX(i.uvSeed.xy, _ShapeDistortTex);
|
|
#else
|
|
half2 sh1DistortUvs = i.uvSh1DistTex.xy;
|
|
#endif
|
|
sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1;
|
|
sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1;
|
|
half distortAmount = (tex2D(_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount;
|
|
shape1Uv.x += distortAmount;
|
|
shape1Uv.y += distortAmount;
|
|
#endif
|
|
#if SHAPE1ROTATE_ON
|
|
shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST);
|
|
#endif
|
|
half4 shape1 = SampleTextureWithScroll(_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time);
|
|
#if SHAPE1SHAPECOLOR_ON
|
|
shape1.a = shape1.r;
|
|
shape1.rgb = _ShapeColor.rgb;
|
|
#else
|
|
shape1 *= _ShapeColor;
|
|
#endif
|
|
#if SHAPE1CONTRAST_ON
|
|
#if SHAPE1SHAPECOLOR_ON
|
|
shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness);
|
|
#else
|
|
shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness);
|
|
#endif
|
|
#endif
|
|
|
|
#if SHAPE2_ON
|
|
shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex);
|
|
#if OFFSETSTREAM_ON
|
|
shape2Uv.x += i.offsetCustomData.x * _OffsetSh2;
|
|
shape2Uv.y += i.offsetCustomData.y * _OffsetSh2;
|
|
#endif
|
|
#if SHAPETEXOFFSET_ON
|
|
shape2Uv += seed * _RandomSh2Mult;
|
|
#endif
|
|
#if SHAPE2DISTORT_ON
|
|
#if POLARUVDISTORT_ON
|
|
half2 sh2DistortUvs = TRANSFORM_TEX(i.uvSeed.xy, _Shape2DistortTex);
|
|
#else
|
|
half2 sh2DistortUvs = i.uvSh2DistTex.xy;
|
|
#endif
|
|
sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1;
|
|
sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1;
|
|
half distortAmnt2 = (tex2D(_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount;
|
|
shape2Uv.x += distortAmnt2;
|
|
shape2Uv.y += distortAmnt2;
|
|
#endif
|
|
#if SHAPE2ROTATE_ON
|
|
shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST);
|
|
#endif
|
|
half4 shape2 = SampleTextureWithScroll(_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time);
|
|
#if SHAPE2SHAPECOLOR_ON
|
|
shape2.a = shape2.r;
|
|
shape2.rgb = _Shape2Color.rgb;
|
|
#else
|
|
shape2 *= _Shape2Color;
|
|
#endif
|
|
#if SHAPE2CONTRAST_ON
|
|
#if SHAPE2SHAPECOLOR_ON
|
|
shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness);
|
|
#else
|
|
shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness);
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
#if SHAPE3_ON
|
|
shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex);
|
|
#if OFFSETSTREAM_ON
|
|
shape3Uv.x += i.offsetCustomData.x * _OffsetSh3;
|
|
shape3Uv.y += i.offsetCustomData.y * _OffsetSh3;
|
|
#endif
|
|
#if SHAPETEXOFFSET_ON
|
|
shape3Uv += seed * _RandomSh3Mult;
|
|
#endif
|
|
#if SHAPE3DISTORT_ON
|
|
#if POLARUVDISTORT_ON
|
|
half2 sh3DistortUvs = TRANSFORM_TEX(i.uvSeed.xy, _Shape3DistortTex);
|
|
#else
|
|
half2 sh3DistortUvs = i.uvSh3DistTex.xy;
|
|
#endif
|
|
sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1;
|
|
sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1;
|
|
half distortAmnt3 = (tex2D(_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount;
|
|
shape3Uv.x += distortAmnt3;
|
|
shape3Uv.y += distortAmnt3;
|
|
#endif
|
|
#if SHAPE3ROTATE_ON
|
|
shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST);
|
|
#endif
|
|
half4 shape3 = SampleTextureWithScroll(_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time);
|
|
#if SHAPE3SHAPECOLOR_ON
|
|
shape3.a = shape3.r;
|
|
shape3.rgb = _Shape3Color.rgb;
|
|
#else
|
|
shape3 *= _Shape3Color;
|
|
#endif
|
|
#if SHAPE3CONTRAST_ON
|
|
#if SHAPE3SHAPECOLOR_ON
|
|
shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness);
|
|
#else
|
|
shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness);
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
//MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED-------------------------------------------
|
|
#if SHAPEDEBUG_ON
|
|
if(_DebugShape < 1.5) return shape1;
|
|
#if SHAPE2_ON
|
|
else if (_DebugShape < 2.5) return shape2;
|
|
#endif
|
|
#if SHAPE3_ON
|
|
else return shape3;
|
|
#endif
|
|
#endif
|
|
|
|
half4 col = shape1;
|
|
//Mix all shapes pre: change weights if custom vertex effect active
|
|
#if SHAPEWEIGHTS_ON
|
|
half shapeWeightOffset;
|
|
#if SHAPE2_ON
|
|
shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset;
|
|
_ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset);
|
|
_ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset);
|
|
shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset;
|
|
_Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset);
|
|
_Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset);
|
|
#endif
|
|
#if SHAPE3_ON
|
|
shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset;
|
|
_Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset);
|
|
_Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset);
|
|
#endif
|
|
#endif
|
|
//Mix all shapes
|
|
#if SHAPE2_ON
|
|
#if !SPLITRGBA_ON
|
|
_ShapeAlphaWeight = _ShapeColorWeight;
|
|
_Shape2AlphaWeight = _Shape2ColorWeight;
|
|
#endif
|
|
#if SHAPE3_ON //Shape3 On
|
|
#if !SPLITRGBA_ON
|
|
_Shape3AlphaWeight = _Shape3ColorWeight;
|
|
#endif
|
|
#if SHAPEADD_ON
|
|
col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight);
|
|
col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)));
|
|
#else
|
|
col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight);
|
|
col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight));
|
|
#endif
|
|
#else //Shape3 Off
|
|
#if SHAPEADD_ON
|
|
col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight);
|
|
col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight));
|
|
#else
|
|
col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight);
|
|
col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight));
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
#if SHAPE1MASK_ON
|
|
col = lerp(col, shape1, pow(tex2D(_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow));
|
|
#endif
|
|
|
|
#if PREMULTIPLYCOLOR_ON
|
|
half luminance = 0;
|
|
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
|
|
luminance *= col.a;
|
|
col.a = min(luminance, col.a);
|
|
#endif
|
|
|
|
col.rgb *= _Color.rgb * i.color.rgb;
|
|
#if PREMULTIPLYALPHA_ON
|
|
col.rgb *= col.a;
|
|
#endif
|
|
//col.rgb = saturate(col.rgb); //Removed to allow for HDR shape color. Contrast and shape combinations can now overexpose the result
|
|
|
|
#if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON)))
|
|
half luminance = 0;
|
|
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
|
|
luminance *= col.a;
|
|
#endif
|
|
|
|
#if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON
|
|
col.a *= i.color.a;
|
|
i.color.a = i.uvSeed.w;
|
|
#endif
|
|
|
|
#if FADE_ON
|
|
half preFadeAlpha = col.a;
|
|
_FadeAmount = saturate(_FadeAmount + (1 - i.color.a));
|
|
_FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount)));
|
|
half2 fadeUv;
|
|
fadeUv = i.uvSeed.xy + seed;
|
|
fadeUv.x += (time * _FadeScrollXSpeed) % 1;
|
|
fadeUv.y += (time * _FadeScrollYSpeed) % 1;
|
|
half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex);
|
|
#if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON
|
|
preFadeAlpha *= luminance;
|
|
#endif
|
|
_FadeAmount = saturate(pow(_FadeAmount, _FadePower));
|
|
#if FADEBURN_ON
|
|
half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex);
|
|
half fadeSample = tex2D(_FadeTex, tiledUvFade1).r;
|
|
half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
|
|
col.a *= fadeNaturalEdge;
|
|
half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
|
|
fadeBurn = fadeNaturalEdge - fadeBurn;
|
|
_FadeBurnColor.rgb *= _FadeBurnGlow;
|
|
col.rgb += fadeBurn * tex2D(_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha;
|
|
#else
|
|
half fadeSample = tex2D(_FadeTex, tiledUvFade1).r;
|
|
float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
|
|
col.a *= fade;
|
|
#endif
|
|
#if ALPHAFADETRANSPARENCYTOO_ON
|
|
col.a *= 1 - _FadeAmount;
|
|
#endif
|
|
#endif
|
|
|
|
#if ALPHAFADE_ON
|
|
half alphaFadeLuminance;
|
|
_AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - i.color.a));
|
|
_AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow));
|
|
_AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount)));
|
|
#if ALPHAFADEUSESHAPE1_ON
|
|
alphaFadeLuminance = shape1.r;
|
|
#else
|
|
alphaFadeLuminance = luminance;
|
|
#endif
|
|
alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001);
|
|
#if ALPHAFADEUSEREDCHANNEL_ON
|
|
col.a *= col.r;
|
|
#endif
|
|
col.a = saturate(col.a);
|
|
float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance));
|
|
col.a *= alphaFade;
|
|
#if ALPHAFADETRANSPARENCYTOO_ON
|
|
col.a *= 1 - _AlphaFadeAmount;
|
|
#endif
|
|
#endif
|
|
|
|
#if BACKFACETINT_ON
|
|
col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(i.normal, i.viewDir)));
|
|
#endif
|
|
|
|
#if LIGHTANDSHADOW_ON
|
|
half NdL = saturate(dot(i.normal, -_All1VfxLightDir));
|
|
col.rgb += _LightColor * _LightAmount * NdL;
|
|
NdL = max(_ShadowAmount, NdL);
|
|
NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL);
|
|
col.rgb *= NdL;
|
|
#endif
|
|
|
|
#if COLORGRADING_ON
|
|
col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint),
|
|
lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance));
|
|
#endif
|
|
|
|
#if COLORRAMP_ON
|
|
half colorRampLuminance = saturate(luminance + _ColorRampLuminosity);
|
|
#if COLORRAMPGRAD_ON
|
|
half4 colorRampRes = tex2D(_ColorRampTexGradient, half2(colorRampLuminance, 0));
|
|
#else
|
|
half4 colorRampRes = tex2D(_ColorRampTex, half2(colorRampLuminance, 0));
|
|
#endif
|
|
col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend);
|
|
col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend);
|
|
#endif
|
|
|
|
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
|
|
col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors);
|
|
#endif
|
|
|
|
#if RIM_ON
|
|
half NdV = 1 - abs(dot(i.normal, i.viewDir));
|
|
half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower));
|
|
half4 rimCol = _RimColor * rimFactor;
|
|
rimCol.rgb *= _RimIntensity;
|
|
col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount);
|
|
col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha));
|
|
#endif
|
|
|
|
#if GLOW_ON
|
|
half glowMask = 1;
|
|
#if GLOWTEX_ON
|
|
glowMask = tex2D(_GlowTex, TRANSFORM_TEX(i.uvSeed.xy, _GlowTex));
|
|
#endif
|
|
col.rgb *= _GlowGlobal * glowMask;
|
|
half glowMult = 1;
|
|
#if ADDITIVECONFIG_ON
|
|
glowMult = luminance;
|
|
#endif
|
|
col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult;
|
|
#endif
|
|
|
|
#if HSV_ON
|
|
half3 resultHsv = half3(col.rgb);
|
|
half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180);
|
|
half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180);
|
|
resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x
|
|
+ (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y
|
|
+ (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z;
|
|
resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x
|
|
+ (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y
|
|
+ (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z;
|
|
resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x
|
|
+ (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y
|
|
+ (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z;
|
|
col.rgb = resultHsv;
|
|
#endif
|
|
|
|
#if CAMDISTFADE_ON
|
|
col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance));
|
|
col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance);
|
|
#endif
|
|
|
|
#if MASK_ON
|
|
half2 maskUv = i.uvSeed.xy;
|
|
#if POLARUV_ON
|
|
maskUv = prePolarUvs;
|
|
#endif
|
|
half4 maskSample = tex2D(_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex));
|
|
half mask = pow(min(maskSample.r, maskSample.a), _MaskPow);
|
|
col.a *= mask;
|
|
#endif
|
|
|
|
#if ALPHASMOOTHSTEP_ON
|
|
col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a);
|
|
#endif
|
|
|
|
#if ALPHACUTOFF_ON
|
|
clip((1 - _AlphaCutoffValue) - (1 - col.a) - 0.01);
|
|
#endif
|
|
|
|
//Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect
|
|
#if !FADE_ON && !ALPHAFADE_ON
|
|
col.a *= _Alpha * i.color.a;
|
|
#endif
|
|
#if FADE_ON || ALPHAFADE_ON
|
|
col.a *= _Alpha;
|
|
#endif
|
|
#if ADDITIVECONFIG_ON
|
|
col.rgb *= col.a;
|
|
#endif
|
|
|
|
return col;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
CustomEditor "AllIn1VfxCustomMaterialEditor"
|
|
Fallback "Hidden/InternalErrorShader"
|
|
} |