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alphaUsage: 1
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 0
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textureShape: 1
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singleChannelComponent: 0
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flipbookRows: 1
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flipbookColumns: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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ignorePngGamma: 0
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applyGammaDecoding: 0
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platformSettings:
|
||||
- serializedVersion: 3
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
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allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
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forceMaximumCompressionQuality_BC6H_BC7: 0
|
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spriteSheet:
|
||||
serializedVersion: 2
|
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sprites: []
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outline: []
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||||
physicsShape: []
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bones: []
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spriteID:
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
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secondaryTextures: []
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,262 +0,0 @@
|
|||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "ERB/Particles/BlendDistort"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_Noise("Noise", 2D) = "white" {}
|
||||
_Flow("Flow", 2D) = "white" {}
|
||||
_Mask("Mask", 2D) = "white" {}
|
||||
_NormalMap("NormalMap", 2D) = "bump" {}
|
||||
_Color("Color", Color) = (0.5,0.5,0.5,1)
|
||||
_Distortionpower("Distortion power", Float) = 0
|
||||
_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
|
||||
_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
|
||||
_Emission("Emission", Float) = 2
|
||||
_Opacity("Opacity", Range( 0 , 3)) = 1
|
||||
[Toggle]_Usedepth("Use depth?", Float) = 1
|
||||
_Depthpower("Depth power", Float) = 1
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] _tex4coord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
|
||||
Cull Off
|
||||
GrabPass{ }
|
||||
CGPROGRAM
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
#pragma target 3.5
|
||||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
|
||||
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex);
|
||||
#else
|
||||
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex)
|
||||
#endif
|
||||
#pragma surface surf Unlit alpha:fade keepalpha noshadow
|
||||
#undef TRANSFORM_TEX
|
||||
#define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
float4 screenPos;
|
||||
float4 uv_tex4coord;
|
||||
float4 vertexColor : COLOR;
|
||||
};
|
||||
|
||||
ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture )
|
||||
uniform float _Distortionpower;
|
||||
uniform sampler2D _NormalMap;
|
||||
uniform float4 _SpeedMainTexUVNoiseZW;
|
||||
uniform float4 _NormalMap_ST;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform sampler2D _Flow;
|
||||
uniform float4 _DistortionSpeedXYPowerZ;
|
||||
uniform float4 _Flow_ST;
|
||||
uniform sampler2D _Mask;
|
||||
uniform float4 _Mask_ST;
|
||||
uniform sampler2D _Noise;
|
||||
uniform float4 _Noise_ST;
|
||||
uniform float4 _Color;
|
||||
uniform float _Emission;
|
||||
uniform float _Opacity;
|
||||
uniform float _Usedepth;
|
||||
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
|
||||
uniform float4 _CameraDepthTexture_TexelSize;
|
||||
uniform float _Depthpower;
|
||||
|
||||
|
||||
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
|
||||
{
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
float scale = -1.0;
|
||||
#else
|
||||
float scale = 1.0;
|
||||
#endif
|
||||
float4 o = pos;
|
||||
o.y = pos.w * 0.5f;
|
||||
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
|
||||
{
|
||||
return half4 ( 0, 0, 0, s.Alpha );
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
|
||||
float2 uv0_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
|
||||
float2 panner146 = ( 1.0 * _Time.y * appendResult22 + uv0_NormalMap);
|
||||
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
|
||||
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ase_screenPos );
|
||||
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
||||
float4 screenColor132 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,( float4( UnpackScaleNormal( tex2D( _NormalMap, panner146 ), _Distortionpower ) , 0.0 ) + ase_grabScreenPosNorm ).xy);
|
||||
float3 temp_output_128_0 = (screenColor132).rgb;
|
||||
float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
|
||||
float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
|
||||
float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
|
||||
float4 uv0_Flow = i.uv_tex4coord;
|
||||
uv0_Flow.xy = i.uv_tex4coord.xy * _Flow_ST.xy + _Flow_ST.zw;
|
||||
float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
|
||||
float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw;
|
||||
float Flowpower102 = _DistortionSpeedXYPowerZ.z;
|
||||
float4 tex2DNode13 = tex2D( _MainTex, ( float4( panner107, 0.0 , 0.0 ) - ( ( tex2D( _Flow, panner110 ) * tex2D( _Mask, uv_Mask ) ) * Flowpower102 ) ).rg );
|
||||
float2 uv0_Noise = i.uv_texcoord * _Noise_ST.xy + _Noise_ST.zw;
|
||||
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise);
|
||||
float2 appendResult160 = (float2(uv0_Flow.w , 0.0));
|
||||
float4 tex2DNode14 = tex2D( _Noise, ( panner108 + appendResult160 ) );
|
||||
float temp_output_88_0 = ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.vertexColor.a * _Opacity );
|
||||
float3 temp_output_140_0 = (( ( tex2DNode13 * tex2DNode14 * _Color * i.vertexColor ) * _Emission * temp_output_88_0 )).rgb;
|
||||
float W158 = uv0_Flow.z;
|
||||
float3 lerpResult157 = lerp( ( temp_output_128_0 + temp_output_140_0 ) , ( temp_output_128_0 * temp_output_140_0 ) , W158);
|
||||
o.Emission = lerpResult157;
|
||||
float temp_output_151_0 = saturate( temp_output_88_0 );
|
||||
float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
|
||||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||||
float screenDepth134 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy ));
|
||||
float distanceDepth134 = abs( ( screenDepth134 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _Depthpower ) );
|
||||
o.Alpha = lerp(temp_output_151_0,( temp_output_151_0 * saturate( distanceDepth134 ) ),_Usedepth);
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=17000
|
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||||
Node;AmplifyShaderEditor.Vector4Node;99;-3968.293,619.481;Float;False;Property;_DistortionSpeedXYPowerZ;Distortion Speed XY Power Z;8;0;Create;True;0;0;False;0;0,0,0,0;0,-0.3,-0.42,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.Vector4Node;15;-3351.27,-101.4007;Float;False;Property;_SpeedMainTexUVNoiseZW;Speed MainTex U/V + Noise Z/W;7;0;Create;True;0;0;False;0;0,0,0,0;0,0,-0.6,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;91;-3152.937,567.9764;Float;True;Property;_Flow;Flow;2;0;Create;True;0;0;False;0;None;3f1d4fadb37c37e4488860109d7dce4b;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;102;-3556.945,748.0421;Float;False;Flowpower;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
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|
||||
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|
||||
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|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;103;-2605.07,630.9626;Float;False;102;Flowpower;1;0;OBJECT;0;False;1;FLOAT;0
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||||
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|
||||
Node;AmplifyShaderEditor.WireNode;155;-3110.044,378.7794;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.DynamicAppendNode;21;-2778.501,-153.1786;Float;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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||||
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||||
Node;AmplifyShaderEditor.PannerNode;108;-2577.237,-21.63752;Float;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
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||||
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||||
Node;AmplifyShaderEditor.DynamicAppendNode;160;-2463.807,241.8467;Float;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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||||
Node;AmplifyShaderEditor.PannerNode;107;-2570.374,-239.5098;Float;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
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||||
Node;AmplifyShaderEditor.WireNode;149;-2066.336,-256.5923;Float;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode;96;-1989.684,-41.77601;Float;False;2;0;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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||||
Node;AmplifyShaderEditor.PannerNode;146;-1041.952,-401.1633;Float;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RangedFloatNode;124;-1060.476,-272.4925;Float;False;Property;_Distortionpower;Distortion power;6;0;Create;True;0;0;False;0;0;0.02;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;13;-1803.192,-66.2159;Float;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;False;0;None;60d224affeaecf84ead5a8b24c6c9995;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||||
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||||
Node;AmplifyShaderEditor.GrabScreenPosition;131;-740.1512,-179.8456;Float;False;0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||||
Node;AmplifyShaderEditor.VertexColorNode;32;-1670.612,486.0577;Float;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||||
Node;AmplifyShaderEditor.RangedFloatNode;62;-826.0103,543.6755;Float;False;Property;_Opacity;Opacity;10;0;Create;True;0;0;False;0;1;3;0;3;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RangedFloatNode;52;-488.2215,149.8908;Float;False;Property;_Emission;Emission;9;0;Create;True;0;0;False;0;2;3;0;0;0;1;FLOAT;0
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||||
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||||
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||||
Node;AmplifyShaderEditor.RangedFloatNode;135;-789.709,660.5037;Float;False;Property;_Depthpower;Depth power;12;0;Create;True;0;0;False;0;1;1;0;0;0;1;FLOAT;0
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||||
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||||
Node;AmplifyShaderEditor.ScreenColorNode;132;-338.2314,-366.4494;Float;False;Global;_GrabScreen0;Grab Screen 0;2;0;Create;True;0;0;False;0;Object;-1;False;False;1;0;FLOAT2;0,0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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@ -134642,7 +134658,7 @@ GameObject:
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@ -175934,7 +175950,7 @@ GameObject:
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@ -175984,7 +176000,7 @@ GameObject:
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@ -293534,7 +293550,7 @@ GameObject:
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--- !u!4 &8595910922696057604
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Loading…
Reference in New Issue