batteryDiagnosis/Assets/3rdParty/Sci-Fi VFX/Shaders/SF_VFX_Materialization 1.sh...

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Shader "QFX/SF_VFX/Materialization" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
[NoScaleOffset] _MetallicGlossMap("Metallic", 2D) = "white" {}
[Gamma] _Metallic ("Metallic", Range(0,1)) = 0
_DissTexture("Dissolve Texture", 2D) = "white" {}
[HDR]_DissolveColor("Dissolve Color", Color) = (0,1,0,1)
_ScrollXSpeed("Scroll X Speed", Float) = 0
_ScrollYSpeed("Scroll Y Speed", Float) = 0
_Center("Dissolve Center (W=Unused)", Vector) = (0,0,0,0)
_Dissolve("Dissolve", Range(0,5)) = 1
_Distance("Dissolve Distance", Float) = 1
_Interpolation("Dissolve Interpolation", Range(0,5)) = 1
_EmissionInterpolation("Emission Interpolation", Range(0,5)) = 1
[NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {}
[NoScaleOffset]_EmissionMap ("Emission", 2D) = "white" { }
[HDR]_EmissionColor ("Color", Color) = (0,0,0,1)
}
SubShader{
Tags { "RenderType" = "fade" }
LOD 200
CGPROGRAM
#include "UnityPBSLighting.cginc"
#pragma surface surf Standard addshadow
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_DissTexture;
float3 worldPos;
};
sampler2D _MetallicGlossMap, _EmissionMap, _BumpMap, _DissTexture;
float4 _EmissionColor, _DissolveColor, _Center;
half _Dissolve, _Distance, _Interpolation, _EmissionInterpolation, _Glossiness, _Metallic;
half _ScrollXSpeed, _ScrollYSpeed;
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandard o) {
IN.uv_DissTexture.x += _Time.y * _ScrollXSpeed;
IN.uv_DissTexture.y += _Time.y * _ScrollYSpeed;
fixed4 dissTex = tex2D(_DissTexture, IN.uv_DissTexture);
float distance = length(_Center.xyz - IN.worldPos.xyz);
float invfade = (dissTex * _Interpolation * _Distance);
clip(_Distance - distance + invfade);
fixed4 color = tex2D(_MetallicGlossMap, IN.uv_MainTex);
fixed4 emission = tex2D(_EmissionMap, IN.uv_MainTex);
o.Metallic = color.r * _Metallic ;
o.Smoothness = _Glossiness * color.a;
color = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = color.rgba * _Color.rgba;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
half em = saturate(1-(_Distance-distance+_EmissionInterpolation));
if (_Distance - distance + invfade < _Dissolve)
o.Emission = _DissolveColor;
else o.Emission = emission * _EmissionColor + em *_DissolveColor.rgba * dissTex;
o.Alpha = color.a;
}
ENDCG
}
Fallback "Diffuse"
}