chunk 2: remaining non-audio non-NewImport assets
This commit is contained in:
8
Assets/Hovl Studio/HSFiles/Materials.meta
Normal file
8
Assets/Hovl Studio/HSFiles/Materials.meta
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61
Assets/Hovl Studio/HSFiles/Materials/Blend1dn.mat
Normal file
61
Assets/Hovl Studio/HSFiles/Materials/Blend1dn.mat
Normal file
@@ -0,0 +1,61 @@
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8
Assets/Hovl Studio/HSFiles/Materials/Blend1dn.mat.meta
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8
Assets/Hovl Studio/HSFiles/Materials/Blend1dn.mat.meta
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@@ -0,0 +1,8 @@
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102
Assets/Hovl Studio/HSFiles/Materials/Circle41cg.mat
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102
Assets/Hovl Studio/HSFiles/Materials/Circle41cg.mat
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@@ -0,0 +1,102 @@
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%YAML 1.1
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10
Assets/Hovl Studio/HSFiles/Materials/Circle41cg.mat.meta
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10
Assets/Hovl Studio/HSFiles/Materials/Circle41cg.mat.meta
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@@ -0,0 +1,10 @@
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105
Assets/Hovl Studio/HSFiles/Materials/CircleRainbow15cg.mat
Normal file
105
Assets/Hovl Studio/HSFiles/Materials/CircleRainbow15cg.mat
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@@ -0,0 +1,105 @@
|
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%YAML 1.1
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--- !u!21 &2100000
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33
Assets/Hovl Studio/HSFiles/Materials/Crater48ss.mat
Normal file
33
Assets/Hovl Studio/HSFiles/Materials/Crater48ss.mat
Normal file
@@ -0,0 +1,33 @@
|
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8
Assets/Hovl Studio/HSFiles/Materials/Crater48ss.mat.meta
Normal file
8
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Normal file
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47
Assets/Hovl Studio/HSFiles/Materials/Distortion.mat
Normal file
47
Assets/Hovl Studio/HSFiles/Materials/Distortion.mat
Normal file
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fixed4 col = appendResult92;
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||||
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||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;33;-3138.373,-91.66324;Float;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;17;-3299.711,498.4168;Float;False;V;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;103;-1480.753,709.4359;Float;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;18;-1454.562,549.0349;Float;False;17;V;1;0;OBJECT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;7;-1522.872,-236.9327;Float;False;6;U;1;0;OBJECT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;37;-2854.639,-77.83686;Float;False;3;3;0;FLOAT2;0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SaturateNode;97;-1934.302,205.2418;Float;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;-1275.883,-237.93;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TFHCRemapNode;19;-1240.395,291.7538;Float;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;1;False;4;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;2;-2714.319,-84.08413;Float;True;Property;_MainTexture;MainTexture;0;0;Create;True;0;0;False;0;None;None;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;57;-2390.7,-83.00887;Float;False;Main;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;22;-985.4469,403.7144;Float;True;5;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.PowerNode;10;-1114.394,-237.9301;Float;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;49;-1781.332,201.958;Float;False;Dissolve;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode;58;-768.0624,220.6713;Float;False;57;Main;1;0;OBJECT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.VertexColorNode;15;-707.296,-286.4251;Float;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;4;-1099.159,-592.153;Float;False;Property;_StartColor;StartColor;2;0;Create;True;0;0;False;0;1,0,0,1;0,0,0,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SaturateNode;96;-751.6993,398.7313;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SaturateNode;98;-940.9728,-239.1694;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;5;-1095.667,-412.8965;Float;False;Property;_EndColor;EndColor;3;0;Create;True;0;0;False;0;1,1,0,1;0,0,0,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.GetLocalVarNode;50;-769.4026,297.0116;Float;False;49;Dissolve;1;0;OBJECT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;51;-501.945,204.2904;Float;True;4;4;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;16;-680.9393,-131.6054;Float;False;Property;_Emission;Emission;7;0;Create;True;0;0;False;0;2;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;53;-404.9611,48.36441;Float;False;Constant;_Float1;Float 1;9;0;Create;True;0;0;False;0;1;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ToggleSwitchNode;99;-247.7693,54.92614;Float;False;Property;_Usedark;Use dark;8;0;Create;True;0;0;False;0;1;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;14;-436.6116,-130.9249;Float;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;54;-22.73198,-30.14677;Float;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.ComponentMaskNode;93;263.301,96.88125;Float;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.DynamicAppendNode;92;495.0742,154.525;Float;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;38;-3298.052,358.0942;Float;False;UV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;94;769.7286,153.8613;Float;False;True;2;Float;;0;11;Hovl/Particles/AddTrail;0b6a9f8b4f707c74ca64c0be8e590de0;True;SubShader 0 Pass 0;0;0;SubShader 0 Pass 0;2;True;2;5;False;-1;10;False;-1;0;1;False;-1;0;False;-1;False;False;True;0;False;-1;True;True;True;True;False;0;False;-1;False;True;2;False;-1;True;3;False;-1;False;True;4;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;False;0;False;False;False;False;False;False;False;False;False;False;True;0;0;;0;0;Standard;0;0;1;True;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT3;0,0,0;False;0
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WireConnection;6;0;1;1
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WireConnection;29;0;28;3
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WireConnection;29;1;28;4
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WireConnection;42;0;6;0
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WireConnection;60;0;42;0
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WireConnection;35;0;30;2
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WireConnection;35;1;29;0
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WireConnection;59;0;60;0
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WireConnection;36;0;40;0
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WireConnection;36;1;35;0
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WireConnection;44;0;59;0
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WireConnection;27;1;36;0
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WireConnection;32;0;28;1
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WireConnection;32;1;28;2
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WireConnection;45;0;27;0
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WireConnection;45;1;44;0
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WireConnection;33;0;32;0
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WireConnection;33;1;30;2
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WireConnection;17;0;1;2
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WireConnection;103;0;20;0
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WireConnection;103;1;101;0
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WireConnection;37;0;33;0
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WireConnection;37;1;56;0
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WireConnection;37;2;56;3
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WireConnection;47;0;45;0
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WireConnection;47;1;41;0
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WireConnection;100;1;103;0
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WireConnection;97;0;47;0
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WireConnection;21;0;18;0
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WireConnection;9;0;7;0
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WireConnection;9;1;8;0
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WireConnection;19;0;20;0
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WireConnection;2;1;37;0
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WireConnection;57;0;2;0
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WireConnection;22;0;19;0
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WireConnection;22;1;21;0
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WireConnection;22;2;18;0
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WireConnection;22;3;23;0
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WireConnection;22;4;100;0
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WireConnection;10;0;9;0
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WireConnection;10;1;12;0
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WireConnection;49;0;97;0
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WireConnection;96;0;22;0
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WireConnection;98;0;10;0
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WireConnection;51;0;15;4
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WireConnection;51;1;58;0
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WireConnection;51;2;50;0
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WireConnection;51;3;96;0
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WireConnection;3;0;4;0
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WireConnection;3;1;5;0
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WireConnection;3;2;98;0
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WireConnection;99;0;53;0
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WireConnection;99;1;51;0
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WireConnection;14;0;3;0
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WireConnection;14;1;15;0
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WireConnection;14;2;16;0
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WireConnection;54;0;14;0
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WireConnection;54;1;99;0
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WireConnection;93;0;54;0
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WireConnection;92;0;93;0
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WireConnection;92;3;51;0
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WireConnection;38;0;1;0
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WireConnection;94;0;92;0
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ASEEND*/
|
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//CHKSM=3132C082A0FC43B6B258894D65CC5B29C8204273
|
||||
9
Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader.meta
Normal file
9
Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader.meta
Normal file
@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 1bc9b14ff230e2242b248daff64546f6
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ShaderImporter:
|
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
|
||||
251
Assets/Hovl Studio/HSFiles/Shaders/Add_CenterGlow.shader
Normal file
251
Assets/Hovl Studio/HSFiles/Shaders/Add_CenterGlow.shader
Normal file
@@ -0,0 +1,251 @@
|
||||
Shader "Hovl/Particles/Add_CenterGlow"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_Noise("Noise", 2D) = "white" {}
|
||||
_Flow("Flow", 2D) = "white" {}
|
||||
_Mask("Mask", 2D) = "white" {}
|
||||
_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
|
||||
_Color("Color", Color) = (0.5,0.5,0.5,1)
|
||||
[Toggle]_Usecenterglow("Use center glow?", Float) = 0
|
||||
[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
|
||||
[MaterialToggle] _Usecustomrandom ("Use Custom Random?", Float ) = 0
|
||||
_Depthpower ("Depth power", Float ) = 1
|
||||
[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
|
||||
[Enum(One,1,OneMinuSrcAlpha,6)] _Blend2 ("Blend mode subset", Float) = 1
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
}
|
||||
|
||||
Category
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
||||
Blend One[_Blend2]
|
||||
ColorMask RGB
|
||||
Cull[_CullMode]
|
||||
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_particles
|
||||
#pragma multi_compile_fog
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#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
|
||||
};
|
||||
|
||||
#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 float4 _MainTex_ST;
|
||||
uniform float _Usecenterglow;
|
||||
uniform float4 _SpeedMainTexUVNoiseZW;
|
||||
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 fixed _Usedepth;
|
||||
uniform fixed _Usecustomrandom;
|
||||
uniform float _Depthpower;
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
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 );
|
||||
|
||||
float lp = 1;
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
||||
float fade = saturate ((sceneZ-partZ) / _Depthpower);
|
||||
lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
||||
#endif
|
||||
|
||||
float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
|
||||
float2 uv0_MainTex = i.texcoord.xy * _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.texcoord;
|
||||
uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
|
||||
float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
|
||||
float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
|
||||
float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
|
||||
float Flowpower102 = _DistortionSpeedXYPowerZ.z;
|
||||
float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
|
||||
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
|
||||
float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||||
float ur = lerp(0, i.texcoord.w, _Usecustomrandom);
|
||||
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + ( uv0_Noise + ur ));
|
||||
float4 tex2DNode14 = tex2D( _Noise, panner108 );
|
||||
float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a );
|
||||
float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
|
||||
float4 clampResult38 = clamp( ( tex2DNode33 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
||||
float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
||||
|
||||
fixed4 col = ( lerp(temp_output_30_0,( temp_output_30_0 * clampResult40 ),_Usecenterglow) * _Emission );
|
||||
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,1));
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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Node;AmplifyShaderEditor.ToggleSwitchNode;90;-697.314,128.5203;Float;False;Property;_Usecenterglow;Use center glow?;8;0;Create;True;0;0;0;False;0;False;0;True;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;112;-3998.052,-233.8391;Inherit;False;Property;_CullMode;Culling;9;1;[Enum];Create;False;0;3;Cull Off;0;Cull Front;1;Cull Back;2;0;True;0;False;0;0;0;0;0;1;FLOAT;0
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ASEEND*/
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//CHKSM=065B3046307DE9EF352E031335721312D58D1775
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externalObjects: {}
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310
Assets/Hovl Studio/HSFiles/Shaders/BlendDistort.shader
Normal file
310
Assets/Hovl Studio/HSFiles/Shaders/BlendDistort.shader
Normal file
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|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Hovl/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
|
||||
[Toggle]_Softedges("Soft edges", Float) = 0
|
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_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
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#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;
|
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float3 worldNormal;
|
||||
float3 viewDir;
|
||||
};
|
||||
|
||||
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 _Softedges;
|
||||
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 )
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( i );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
|
||||
|
||||
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;
|
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float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
|
||||
float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
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float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
|
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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;
|
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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 ) );
|
||||
float3 ase_worldNormal = i.worldNormal;
|
||||
float dotResult163 = dot( ase_worldNormal , i.viewDir );
|
||||
float temp_output_185_0 = ( pow( dotResult163 , 3.0 ) * 5.0 );
|
||||
float dotResult171 = dot( ase_worldNormal , i.viewDir );
|
||||
float lerpResult181 = lerp( temp_output_185_0 , (0.0 + (temp_output_185_0 - 0.0) * (1.0 - 0.0) / (-1.0 - 0.0)) , (1.0 + (sign( dotResult171 ) - -1.0) * (0.0 - 1.0) / (1.0 - -1.0)));
|
||||
float clampResult186 = clamp( lerpResult181 , 0.0 , 1.0 );
|
||||
o.Alpha = lerp(lerp(temp_output_151_0,( temp_output_151_0 * saturate( distanceDepth134 ) ),_Usedepth),( lerp(temp_output_151_0,( temp_output_151_0 * saturate( distanceDepth134 ) ),_Usedepth) * clampResult186 ),_Softedges);
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
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WireConnection;134;0;135;0
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WireConnection;88;0;13;4
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WireConnection;88;1;14;4
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WireConnection;88;2;31;4
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WireConnection;88;3;32;4
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WireConnection;88;4;62;0
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WireConnection;185;0;164;0
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WireConnection;179;0;171;0
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WireConnection;30;0;13;0
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WireConnection;30;1;14;0
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WireConnection;30;2;31;0
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WireConnection;30;3;32;0
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WireConnection;151;0;88;0
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WireConnection;138;0;134;0
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WireConnection;178;0;185;0
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WireConnection;184;0;179;0
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WireConnection;126;0;125;0
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WireConnection;126;1;131;0
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WireConnection;51;0;30;0
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WireConnection;51;1;52;0
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WireConnection;51;2;88;0
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WireConnection;139;1;138;0
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WireConnection;181;0;185;0
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WireConnection;181;1;178;0
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WireConnection;181;2;184;0
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WireConnection;132;0;126;0
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WireConnection;136;0;151;0
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WireConnection;136;1;139;0
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WireConnection;140;0;51;0
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WireConnection;128;0;132;0
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WireConnection;186;0;181;0
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WireConnection;158;0;98;3
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WireConnection;133;0;128;0
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WireConnection;133;1;140;0
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WireConnection;166;0;136;0
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WireConnection;166;1;186;0
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WireConnection;156;0;128;0
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WireConnection;156;1;140;0
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WireConnection;157;0;133;0
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WireConnection;157;1;156;0
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WireConnection;157;2;159;0
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WireConnection;165;0;136;0
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WireConnection;165;1;166;0
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WireConnection;145;2;157;0
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WireConnection;145;9;165;0
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ASEEND*/
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//CHKSM=8ABCA0CC8DDD786763F299020EF363A4DA03F01D
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: ca825309dbbb03640874997c5db5cb48
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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254
Assets/Hovl Studio/HSFiles/Shaders/Blend_CenterGlow.shader
Normal file
254
Assets/Hovl Studio/HSFiles/Shaders/Blend_CenterGlow.shader
Normal file
@@ -0,0 +1,254 @@
|
||||
Shader "Hovl/Particles/Blend_CenterGlow"
|
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{
|
||||
Properties
|
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{
|
||||
_MainTex("MainTex", 2D) = "white" {}
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_Noise("Noise", 2D) = "white" {}
|
||||
_Flow("Flow", 2D) = "white" {}
|
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_Mask("Mask", 2D) = "white" {}
|
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_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
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_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
|
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_Emission("Emission", Float) = 2
|
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_Color("Color", Color) = (0.5,0.5,0.5,1)
|
||||
_Opacity("Opacity", Range( 0 , 3)) = 1
|
||||
[Toggle]_Usecenterglow("Use center glow?", Float) = 0
|
||||
[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
|
||||
_Depthpower ("Depth power", Float ) = 1
|
||||
[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
}
|
||||
|
||||
Category
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Cull[_CullMode]
|
||||
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_particles
|
||||
#pragma multi_compile_fog
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#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
|
||||
};
|
||||
|
||||
#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 float4 _MainTex_ST;
|
||||
uniform float _Usecenterglow;
|
||||
uniform float4 _SpeedMainTexUVNoiseZW;
|
||||
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 fixed _Usedepth;
|
||||
uniform float _Depthpower;
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
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 );
|
||||
|
||||
float lp = 1;
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
||||
float fade = saturate ((sceneZ-partZ) / _Depthpower);
|
||||
lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
||||
#endif
|
||||
|
||||
float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
|
||||
float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
|
||||
float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
|
||||
float3 uv0_Flow = i.texcoord.xyz;
|
||||
uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
|
||||
float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
|
||||
float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
|
||||
float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
|
||||
float Flowpower102 = _DistortionSpeedXYPowerZ.z;
|
||||
float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
|
||||
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
|
||||
float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||||
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise);
|
||||
float4 tex2DNode14 = tex2D( _Noise, panner108 );
|
||||
float3 temp_output_78_0 = (( tex2DNode13 * tex2DNode14 * _Color * i.color )).rgb;
|
||||
float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
|
||||
float4 clampResult38 = tex2DNode33 - temp_cast_0;
|
||||
float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
||||
float4 appendResult87 = (float4(( lerp(temp_output_78_0,( temp_output_78_0 * (clampResult40).rgb ),_Usecenterglow) * _Emission ) , ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a * _Opacity )));
|
||||
fixed4 col = appendResult87;
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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Assets/Hovl Studio/HSFiles/Shaders/DissolveNoise.shader
Normal file
311
Assets/Hovl Studio/HSFiles/Shaders/DissolveNoise.shader
Normal file
@@ -0,0 +1,311 @@
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Shader "Hovl/Particles/DissolveNoise"
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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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_TextureNoise("Texture Noise", 2D) = "white" {}
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_Dissolvenoise("Dissolve noise", 2D) = "white" {}
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_NoisespeedXYEmissonZPowerW("Noise speed XY / Emisson Z / Power W", Vector) = (0.5,0,2,1)
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_DissolvespeedXY("Dissolve speed XY", Vector) = (0,0,0,0)
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_Maincolor("Main color", Color) = (0.7609469,0.8547776,0.9433962,1)
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_Noisecolor("Noise color", Color) = (0.2470588,0.3012382,0.3607843,1)
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_Dissolvecolor("Dissolve color", Color) = (1,1,1,1)
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[Toggle]_Usetexturecolor("Use texture color", Float) = 0
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[Toggle]_Usetexturedissolve("Use texture dissolve", Float) = 0
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_Opacity("Opacity", Range( 0 , 1)) = 1
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[Toggle] _Usedepth ("Use depth?", Float ) = 0
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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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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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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#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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float4 ase_texcoord1 : TEXCOORD1;
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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_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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float4 ase_texcoord3 : TEXCOORD3;
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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 float4 _MainTex_ST;
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uniform float _InvFade;
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uniform float _Usedepth;
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uniform float4 _NoisespeedXYEmissonZPowerW;
|
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uniform float _Usetexturecolor;
|
||||
uniform float4 _Maincolor;
|
||||
uniform float4 _Noisecolor;
|
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uniform sampler2D _TextureNoise;
|
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uniform sampler2D _Dissolvenoise;
|
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uniform float4 _Dissolvenoise_ST;
|
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uniform float4 _TextureNoise_ST;
|
||||
uniform float _Usetexturedissolve;
|
||||
uniform float4 _DissolvespeedXY;
|
||||
uniform float4 _Dissolvecolor;
|
||||
uniform float _Opacity;
|
||||
|
||||
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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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.ase_texcoord3.xyz = v.ase_texcoord1.xyz;
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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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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 ) : 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 lp = 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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float fade = saturate (_InvFade * (sceneZ-partZ));
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lp *= lerp(1, fade, _Usedepth);
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i.color.a *= lp;
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#endif
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|
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float Emission59 = _NoisespeedXYEmissonZPowerW.z;
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float2 appendResult38 = (float2(_NoisespeedXYEmissonZPowerW.x , _NoisespeedXYEmissonZPowerW.y));
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float3 uv1_Dissolvenoise = i.ase_texcoord3.xyz;
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uv1_Dissolvenoise.xy = i.ase_texcoord3.xyz.xy * _Dissolvenoise_ST.xy + _Dissolvenoise_ST.zw;
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float W120 = uv1_Dissolvenoise.z;
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float4 uv0_TextureNoise = i.texcoord;
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uv0_TextureNoise.xy = i.texcoord.xy * _TextureNoise_ST.xy + _TextureNoise_ST.zw;
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float2 panner39 = ( 1.0 * _Time.y * appendResult38 + ( W120 + float2( 0.2,0.4 ) + (uv0_TextureNoise).xy ));
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float Noisepower63 = _NoisespeedXYEmissonZPowerW.w;
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float4 temp_cast_0 = (Noisepower63).xxxx;
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float4 clampResult11 = clamp( ( pow( tex2D( _TextureNoise, panner39 ) , temp_cast_0 ) * Noisepower63 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
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float4 lerpResult8 = lerp( _Maincolor , _Noisecolor , clampResult11);
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float2 appendResult109 = (float2(_DissolvespeedXY.x , _DissolvespeedXY.y));
|
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float2 panner111 = ( 1.0 * _Time.y * appendResult109 + ( (uv1_Dissolvenoise).xy + W120 ));
|
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float4 tex2DNode91 = tex2D( _Dissolvenoise, panner111 );
|
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float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex );
|
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float mainTexr123 = tex2DNode4.r;
|
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float temp_output_88_0 = step( lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) , uv0_TextureNoise.z );
|
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float4 temp_output_93_0 = ( lerpResult8 * ( 1.0 - temp_output_88_0 ) );
|
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float clampResult87 = clamp( ( (-4.0 + (( (-0.65 + (( 1.0 - uv0_TextureNoise.z ) - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)) + lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) ) - 0.0) * (7.0 - -4.0) / (1.0 - 0.0)) * 3.0 ) , 0.0 , 1.0 );
|
||||
float4 lerpResult92 = lerp( lerp(temp_output_93_0,( temp_output_93_0 * tex2DNode4 ),_Usetexturecolor) , lerp(_Dissolvecolor,( _Dissolvecolor * tex2DNode4 ),_Usetexturecolor) , ( clampResult87 * temp_output_88_0 ));
|
||||
float clampResult99 = clamp( (-15.0 + (( lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) + (-0.65 + (uv0_TextureNoise.w - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)) ) - 0.0) * (15.0 - -15.0) / (1.0 - 0.0)) , 0.0 , 1.0 );
|
||||
float4 appendResult2 = (float4((( Emission59 * lerpResult92 * i.color )).rgb , ( i.color.a * tex2DNode4.a * clampResult99 * _Opacity )));
|
||||
|
||||
fixed4 col = appendResult2;
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
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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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154
Assets/Hovl Studio/HSFiles/Shaders/Distortion.shader
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154
Assets/Hovl Studio/HSFiles/Shaders/Distortion.shader
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Shader "Hovl/Particles/Distortion"
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{
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Properties
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{
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_NormalMap("Normal Map", 2D) = "bump" {}
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_Distortionpower("Distortion power", Float) = 0.05
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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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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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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Lighting Off
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ZWrite Off
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Fog { Mode Off}
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GrabPass{ }
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Pass {
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CGPROGRAM
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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 fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_particles
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#include "UnityCG.cginc"
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uniform sampler2D_float _CameraDepthTexture;
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uniform float _InvFade;
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uniform sampler2D _GrabTexture;
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uniform sampler2D _NormalMap;
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uniform float4 _NormalMap_ST;
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uniform float _Distortionpower;
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uniform float4 _GrabTexture_TexelSize;
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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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};
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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 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD3;
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#endif
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};
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v2f vert ( appdata_t v )
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{
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v2f o;
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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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#if UNITY_UV_STARTS_AT_TOP
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half scale = -1.0;
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#else
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half scale = 1.0;
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#endif
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o.texcoord.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.texcoord.zw = o.vertex.w;
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#if UNITY_SINGLE_PASS_STEREO
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o.texcoord.xy = TransformStereoScreenSpaceTex(o.texcoord.xy, o.texcoord.w);
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#endif
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o.texcoord.z /= distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex));
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o.texcoord2 = TRANSFORM_TEX( v.texcoord, _NormalMap );
|
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return o;
|
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}
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|
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fixed4 frag ( v2f i ) : 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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#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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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color.a *= fade;
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#endif
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half3 tex2DNode14 = UnpackNormal(tex2D( _NormalMap, i.texcoord2));
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half2 screenColor29 = tex2DNode14.rg;
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half clampResult89 = (abs(tex2DNode14.r) + abs(tex2DNode14.g) * 30) - 0.03;
|
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screenColor29 = screenColor29 * _GrabTexture_TexelSize.xy * _Distortionpower * i.color.a;
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i.texcoord.xy = screenColor29 * i.texcoord.z + i.texcoord.xy;
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half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.texcoord));
|
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col.a = saturate(col.a * clampResult89);
|
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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;101;0;14;2
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WireConnection;80;0;79;0
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WireConnection;80;1;101;0
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WireConnection;102;0;80;0
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WireConnection;102;1;84;0
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WireConnection;81;0;102;0
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WireConnection;81;1;82;0
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WireConnection;36;0;14;0
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WireConnection;89;0;81;0
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WireConnection;91;0;36;0
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WireConnection;91;1;12;0
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WireConnection;91;2;89;0
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WireConnection;86;0;85;0
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WireConnection;87;0;86;0
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WireConnection;87;1;91;0
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WireConnection;104;0;87;0
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WireConnection;29;0;104;0
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WireConnection;97;0;29;0
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WireConnection;97;1;49;0
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WireConnection;69;0;97;0
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ASEEND*/
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//CHKSM=E071BF2A900CD0332D04C068E64CF91BB363761C
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 36121c42b945b624fb938cb9637f28d0
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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342
Assets/Hovl Studio/HSFiles/Shaders/Lightning.shader
Normal file
342
Assets/Hovl Studio/HSFiles/Shaders/Lightning.shader
Normal file
@@ -0,0 +1,342 @@
|
||||
Shader "Hovl/Particles/Lightning"
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{
|
||||
Properties
|
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{
|
||||
_MainTexture("Main Texture", 2D) = "white" {}
|
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_Noise("Noise", 2D) = "white" {}
|
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_FlowMap("Flow Map", 2D) = "white" {}
|
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_VFlowSpeed("V Flow Speed", Float) = 2
|
||||
_UFlowSpeed("U Flow Speed", Float) = 4
|
||||
_FlowStrength("Flow Strength", Float) = 0.1
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_Emission("Emission", Float) = 2
|
||||
_ShinnySpeed("Shinny Speed", Float) = 30
|
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[Toggle]_UseShinny("Use Shinny", Float) = 0
|
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[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
|
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
||||
}
|
||||
|
||||
|
||||
Category
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
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_particles
|
||||
#pragma multi_compile_fog
|
||||
#include "UnityShaderVariables.cginc"
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
|
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{
|
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float4 vertex : POSITION;
|
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fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 ase_texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
|
||||
#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 float _InvFade;
|
||||
uniform sampler2D _Noise;
|
||||
uniform sampler2D _MainTexture;
|
||||
uniform float4 _MainTexture_ST;
|
||||
uniform sampler2D _FlowMap;
|
||||
uniform float _UFlowSpeed;
|
||||
uniform float _VFlowSpeed;
|
||||
uniform float _FlowStrength;
|
||||
uniform float _UseShinny;
|
||||
uniform float _ShinnySpeed;
|
||||
uniform float4 _Color;
|
||||
uniform float _Emission;
|
||||
uniform fixed _Usedepth;
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
o.ase_texcoord3 = v.ase_texcoord1;
|
||||
|
||||
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 uv0_MainTexture = i.texcoord.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
|
||||
float2 UV23 = uv0_MainTexture;
|
||||
float4 uv159 = i.ase_texcoord3;
|
||||
uv159.xy = i.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
||||
float T79 = uv159.w;
|
||||
float2 temp_output_81_0 = ( uv0_MainTexture + T79 );
|
||||
float2 panner2 = ( sin( ( _UFlowSpeed * _Time.y ) ) * float2( 1,0 ) + temp_output_81_0);
|
||||
float2 panner3 = ( ( _VFlowSpeed * _Time.y ) * float2( -0.1,1 ) + temp_output_81_0);
|
||||
float2 panner4 = ( ( ( _VFlowSpeed * 0.25 ) * _Time.y ) * float2( 0.1,0.75 ) + temp_output_81_0);
|
||||
float2 appendResult20 = (float2(tex2D( _FlowMap, panner2 ).r , ( ( tex2D( _FlowMap, panner3 ).g + tex2D( _FlowMap, panner4 ).g ) / 2.0 )));
|
||||
float4 tex2DNode27 = tex2D( _MainTexture, ( UV23 + ( appendResult20 * _FlowStrength ) ) );
|
||||
float temp_output_33_0 = ( tex2D( _Noise, UV23 ).g * tex2DNode27.g );
|
||||
float clampResult35 = clamp( ( temp_output_33_0 * 16.0 * temp_output_33_0 ) , 0.0 , 1.0 );
|
||||
float V24 = uv0_MainTexture.y;
|
||||
float clampResult56 = clamp( ( ( V24 + (-1.0 + (uv159.x - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) * 2.0 ) , 0.0 , 1.0 );
|
||||
float W75 = uv159.z;
|
||||
float temp_output_45_0 = ( _Time.y * ( _ShinnySpeed - W75 ) );
|
||||
float blendOpSrc50 = sin( temp_output_45_0 );
|
||||
float blendOpDest50 = sin( ( temp_output_45_0 / 3.0 ) );
|
||||
float clampResult52 = clamp( ( ( saturate( ( blendOpSrc50 + blendOpDest50 ) )) + 0.2 ) , 0.0 , 1.0 );
|
||||
float temp_output_54_0 = ( tex2DNode27.r * clampResult56 * lerp(1.0,clampResult52,_UseShinny) );
|
||||
float2 panner66 = ( 1.0 * _Time.y * float2( 0,0.2 ) + ( UV23 + T79 ));
|
||||
float clampResult73 = clamp( pow( ( ( tex2DNode27.g * ( 1.0 - tex2DNode27.g ) ) + ( tex2DNode27.g * tex2D( _Noise, panner66 ).r ) ) , uv159.y ) , 0.0 , 1.0 );
|
||||
float4 appendResult43 = (float4((( ( clampResult35 + ( ( tex2DNode27.r + 0.1 ) * 6.0 ) + temp_output_54_0 ) * _Color * i.color * _Emission )).rgb , ( _Color.a * i.color.a * temp_output_54_0 * clampResult73 )));
|
||||
|
||||
|
||||
fixed4 col = appendResult43;
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
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WireConnection;17;1;4;0
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WireConnection;16;0;14;0
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WireConnection;16;1;3;0
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WireConnection;6;0;10;0
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WireConnection;48;0;45;0
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WireConnection;2;0;81;0
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WireConnection;2;1;6;0
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WireConnection;18;0;16;2
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WireConnection;18;1;17;2
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WireConnection;49;0;48;0
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WireConnection;19;0;18;0
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WireConnection;15;0;14;0
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WireConnection;15;1;2;0
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WireConnection;47;0;45;0
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WireConnection;20;0;15;1
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WireConnection;20;1;19;0
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WireConnection;23;0;5;0
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WireConnection;50;0;47;0
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WireConnection;50;1;49;0
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WireConnection;24;0;5;2
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WireConnection;51;0;50;0
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WireConnection;21;0;20;0
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WireConnection;21;1;22;0
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WireConnection;60;0;59;1
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WireConnection;52;0;51;0
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WireConnection;78;0;67;0
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WireConnection;78;1;79;0
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WireConnection;26;0;25;0
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WireConnection;26;1;21;0
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WireConnection;32;0;31;0
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WireConnection;32;1;25;0
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WireConnection;27;1;26;0
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WireConnection;66;0;78;0
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WireConnection;63;1;62;0
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WireConnection;37;0;27;1
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WireConnection;64;0;27;2
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WireConnection;64;1;65;1
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WireConnection;34;2;33;0
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WireConnection;69;0;70;0
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WireConnection;35;0;34;0
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WireConnection;36;1;38;0
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WireConnection;36;2;54;0
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WireConnection;72;0;68;0
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WireConnection;72;1;59;2
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WireConnection;73;0;72;0
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WireConnection;39;1;40;0
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WireConnection;39;2;41;0
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WireConnection;39;3;42;0
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WireConnection;44;0;39;0
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WireConnection;74;0;40;4
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WireConnection;74;1;41;4
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WireConnection;74;2;54;0
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WireConnection;74;3;73;0
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WireConnection;43;0;44;0
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WireConnection;43;3;74;0
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WireConnection;1;0;43;0
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ASEEND*/
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//CHKSM=ED07BCB7BFF344C0FBEDB2C95A2C57E3562B2E32
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12
Assets/Hovl Studio/HSFiles/Shaders/Lightning.shader.meta
Normal file
12
Assets/Hovl Studio/HSFiles/Shaders/Lightning.shader.meta
Normal file
@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: b84cb3b47c97fb544a797e1496d86a10
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ShaderImporter:
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externalObjects: {}
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defaultTextures:
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- _MainTexture: {instanceID: 0}
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- _Noise: {instanceID: 0}
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- _FlowMap: {instanceID: 0}
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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304
Assets/Hovl Studio/HSFiles/Shaders/ShockWave.shader
Normal file
304
Assets/Hovl Studio/HSFiles/Shaders/ShockWave.shader
Normal file
@@ -0,0 +1,304 @@
|
||||
Shader "Hovl/Particles/ShockWave"
|
||||
{
|
||||
Properties
|
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{
|
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[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
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||||
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
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_MainTexture("Main Texture", 2D) = "white" {}
|
||||
_Noise("Noise", 2D) = "white" {}
|
||||
_Flow("Flow", 2D) = "white" {}
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||||
_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
|
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_NoiseSpeedXYPowerZ("Noise Speed XY Power Z", Vector) = (0,0,1,0)
|
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_Emission("Emission", Float) = 2
|
||||
_Mask("Mask", 2D) = "white" {}
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_NoiseOpacityLerp("Noise Opacity Lerp", Range( 0 , 1)) = 0
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[Toggle]_UV2Tswitch("UV2Tswitch", Float) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
}
|
||||
|
||||
Category
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||||
{
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SubShader
|
||||
{
|
||||
LOD 0
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||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
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"
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
|
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{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 ase_texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
#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 fixed _Usedepth;
|
||||
uniform float _InvFade;
|
||||
uniform float _Emission;
|
||||
uniform sampler2D _Noise;
|
||||
uniform float4 _NoiseSpeedXYPowerZ;
|
||||
uniform float4 _Noise_ST;
|
||||
uniform float _NoiseOpacityLerp;
|
||||
uniform sampler2D _MainTexture;
|
||||
uniform sampler2D _Flow;
|
||||
uniform float4 _DistortionSpeedXYPowerZ;
|
||||
uniform float4 _Flow_ST;
|
||||
uniform float _UV2Tswitch;
|
||||
uniform float4 _MainTexture_ST;
|
||||
uniform sampler2D _Mask;
|
||||
uniform float4 _Mask_ST;
|
||||
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
o.ase_texcoord3 = v.ase_texcoord1;
|
||||
|
||||
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 );
|
||||
|
||||
float lp = 1;
|
||||
#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));
|
||||
lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
||||
#endif
|
||||
|
||||
float2 appendResult49 = (float2(_NoiseSpeedXYPowerZ.x , _NoiseSpeedXYPowerZ.y));
|
||||
float2 uv_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||||
float2 panner50 = ( 1.0 * _Time.y * appendResult49 + (uv_Noise).xy);
|
||||
float4 tex2DNode45 = tex2D( _Noise, panner50 );
|
||||
float lerpResult81 = lerp( tex2DNode45.r , 1.0 , _NoiseOpacityLerp);
|
||||
float temp_output_66_0 = (( 1.0 - _NoiseSpeedXYPowerZ.z ) + (lerpResult81 - 0.0) * (_NoiseSpeedXYPowerZ.z - ( 1.0 - _NoiseSpeedXYPowerZ.z )) / (1.0 - 0.0));
|
||||
float2 appendResult29 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
|
||||
float4 uv2s4_Flow = i.ase_texcoord3;
|
||||
uv2s4_Flow.xy = i.ase_texcoord3.xy * _Flow_ST.xy + _Flow_ST.zw;
|
||||
float2 panner31 = ( 1.0 * _Time.y * appendResult29 + (uv2s4_Flow).xy);
|
||||
float Flowpower33 = _DistortionSpeedXYPowerZ.z;
|
||||
float T75 = uv2s4_Flow.w;
|
||||
float4 uvs4_MainTexture = i.texcoord;
|
||||
uvs4_MainTexture.xy = i.texcoord.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
|
||||
float2 appendResult27 = (float2(uvs4_MainTexture.z , uvs4_MainTexture.w));
|
||||
float2 temp_output_11_0 = ( (uvs4_MainTexture).xy + appendResult27 );
|
||||
float4 tex2DNode2 = tex2D( _MainTexture, ( ( (tex2D( _Flow, panner31 )).rg * Flowpower33 * (( _UV2Tswitch )?( T75 ):( 1.0 )) ) + temp_output_11_0 ) );
|
||||
float4 temp_cast_0 = ((( _UV2Tswitch )?( 1.0 ):( T75 ))).xxxx;
|
||||
float2 break15 = temp_output_11_0;
|
||||
float ifLocalVar18 = 0;
|
||||
if( 1.0 == ceil( break15.x ) )
|
||||
ifLocalVar18 = 0.0;
|
||||
else
|
||||
ifLocalVar18 = 1.0;
|
||||
float ifLocalVar19 = 0;
|
||||
if( 1.0 == ceil( break15.y ) )
|
||||
ifLocalVar19 = 0.0;
|
||||
else
|
||||
ifLocalVar19 = 1.0;
|
||||
float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
|
||||
float W70 = uv2s4_Flow.z;
|
||||
float4 appendResult3 = (float4(( _Emission * ( temp_output_66_0 * saturate( pow( tex2DNode2 , temp_cast_0 ) ) ) * i.color * tex2DNode45 ).rgb , saturate( ( ( tex2DNode2.a * ( 1.0 - max( ifLocalVar18 , ifLocalVar19 ) ) * i.color.a * tex2D( _Mask, uv_Mask ).a * temp_output_66_0 ) * W70 ) )));
|
||||
|
||||
|
||||
fixed4 col = appendResult3;
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=18933
|
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0;0;1920;1019;3145.35;1035.097;1.3;True;False
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||||
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|
||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;39;-2939.424,-544.927;Inherit;False;1;32;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.ComponentMaskNode;30;-2612.881,-431.1774;Inherit;False;True;True;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0
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||||
Node;AmplifyShaderEditor.DynamicAppendNode;29;-2542.003,-360.5725;Inherit;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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ASEEND*/
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//CHKSM=5F47C47F7A90534DF62DEE26E7155AC2ED0A8843
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10
Assets/Hovl Studio/HSFiles/Shaders/ShockWave.shader.meta
Normal file
10
Assets/Hovl Studio/HSFiles/Shaders/ShockWave.shader.meta
Normal file
@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: fea6d98214cdf6a4dbf053c0070e54e1
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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168
Assets/Hovl Studio/HSFiles/Shaders/SmoothSmoke.shader
Normal file
168
Assets/Hovl Studio/HSFiles/Shaders/SmoothSmoke.shader
Normal file
@@ -0,0 +1,168 @@
|
||||
Shader "Hovl/Particles/SmoothSmoke"
|
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{
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||||
Properties
|
||||
{
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||||
_MainTex("MainTex", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_Emission("Emission", Float) = 2
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[Toggle]_Useblack("Use black", Float) = 0
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[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
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_Depthpower("Depth power", Float) = 1
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}
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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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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
|
||||
#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 "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
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|
||||
struct v2f
|
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{
|
||||
float4 vertex : SV_POSITION;
|
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fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
|
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float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
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};
|
||||
|
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#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 float4 _Color;
|
||||
uniform float _Useblack;
|
||||
uniform float _Emission;
|
||||
uniform float _Depthpower;
|
||||
uniform fixed _Usedepth;
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
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UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
|
||||
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 );
|
||||
|
||||
float lp = 1;
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
||||
float fade = saturate ((sceneZ-partZ) / _Depthpower);
|
||||
lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
||||
#endif
|
||||
|
||||
float4 uv0_MainTex = i.texcoord;
|
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uv0_MainTex.xy = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user