metahunt/Assets/Textures/HealthandShield/Hovl Studio/Glowing orbs Vol 1/Demo scene/Add_CenterGlow.txt
2024-02-11 13:53:18 +05:30

116 lines
4.0 KiB
Plaintext

Shader "ERB/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
[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 One One
ColorMask RGB
Cull[_CullMode]
Lighting Off
ZWrite Off
ZTest LEqual
Pass {
CGPROGRAM
#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)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
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;
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);
o.color = v.color;
o.texcoord = v.texcoord;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag ( v2f i ) : SV_Target
{
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 );
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
}
}
}
}