UPF/Assets/NEW VFX TO CHECK/Shaders/Particles/Distortion/TextureDistortion-Add.shader

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// Shader created with Shader Forge v1.38
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "Mirza Beig/Particles/Texture Distortion/Additive" {
Properties {
_TintColor ("Color", Color) = (0.5,0.5,0.5,1)
_MainTex ("MainTex", 2D) = "white" {}
_AlphaMask ("Alpha Mask", 2D) = "white" {}
_USpeedMain ("U Speed (Main)", Float ) = -0.01
_VSpeedMain ("V Speed (Main)", Float ) = -0.125
_NoiseTex ("NoiseTex", 2D) = "white" {}
_NoiseAmount ("Noise Amount", Range(0, 0.25)) = 0.25
_NoiseMask ("Noise Mask", 2D) = "white" {}
_USpeedNoise ("U Speed (Noise)", Float ) = 0.1
_VSpeedNoise ("V Speed (Noise)", Float ) = 0.05
_ColourMultiplier ("Colour Multiplier", Range(0, 8)) = 1
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend One One
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float4 _TintColor;
uniform float _USpeedMain;
uniform float _VSpeedMain;
uniform sampler2D _NoiseTex; uniform float4 _NoiseTex_ST;
uniform float _NoiseAmount;
uniform float _USpeedNoise;
uniform float _VSpeedNoise;
uniform sampler2D _NoiseMask; uniform float4 _NoiseMask_ST;
uniform float _ColourMultiplier;
uniform sampler2D _AlphaMask; uniform float4 _AlphaMask_ST;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 vertexColor : COLOR;
UNITY_FOG_COORDS(1)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
float4 frag(VertexOutput i) : COLOR {
////// Lighting:
////// Emissive:
float4 node_3874 = _Time;
float2 node_8563 = (i.uv0+(node_3874.g*float2(_USpeedNoise,_VSpeedNoise)));
float4 _NoiseTex_var = tex2D(_NoiseTex,TRANSFORM_TEX(node_8563, _NoiseTex));
float4 _NoiseMask_var = tex2D(_NoiseMask,TRANSFORM_TEX(i.uv0, _NoiseMask));
float4 node_178 = _Time;
float2 node_7363 = (lerp(i.uv0,lerp(i.uv0,float2(_NoiseTex_var.r,_NoiseTex_var.r),_NoiseAmount),_NoiseMask_var.r)+(node_178.g*float2(_USpeedMain,_VSpeedMain)));
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_7363, _MainTex));
float4 _AlphaMask_var = tex2D(_AlphaMask,TRANSFORM_TEX(i.uv0, _AlphaMask));
float3 emissive = (_MainTex_var.rgb*i.vertexColor.rgb*_TintColor.rgb*2.0*(_MainTex_var.a*i.vertexColor.a*_TintColor.a*_AlphaMask_var.rgb*_ColourMultiplier));
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
}
CustomEditor "ShaderForgeMaterialInspector"
}