83 lines
3.4 KiB
Plaintext
83 lines
3.4 KiB
Plaintext
Shader "Ares/Particle/AlphaBlend_Mask_Flow"
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{
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Properties
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{
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_Color ("Main Color", Color) = (1, 1, 1, 1)
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_ColorMultiplier("Color Multipler",range(0,2)) = 2
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_MainTex ("Effect Texture", 2D) = "black" {}
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_MaskTex ("Mask1", 2D) = "white" {}
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_MaskTex2 ("Mask2", 2D) = "white" {}
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_FlowSpeed("FlowSpeed",float) = 1
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[MaterialToggle] _UorV ("UorV Direct", Float ) = 1
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[MaterialToggle] _BlackcolorSwitch ("Blackcolor Switch", Float ) = 1
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_UseClip("UseClip",float) = 0
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_ClipRect("ClipRect",Vector)= (-50000,-50000,50000,50000)
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_BloomTex ("BloomTex", 2D) = "(0.5,0.5,0.5,0.5)" {}
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_BloomFactor("BloomFactor", float) = 0
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "GonbestBloomType"="BloomMask"}
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Pass {
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Blend SrcAlpha OneMinusSrcAlpha,Zero OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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//#pragma multi_compile_fwdbase
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//#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
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//#pragma target 2.0
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uniform float4 _Color;
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uniform float _ColorMultiplier;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform sampler2D _MaskTex;
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uniform float4 _MaskTex_ST;
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uniform sampler2D _MaskTex2;
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uniform float4 _MaskTex2_ST;
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uniform fixed _UorV;
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uniform float4 _TimeEditor;
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uniform float _FlowSpeed;
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uniform fixed _BlackcolorSwitch;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 texcoord0 : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.vertexColor = v.vertexColor;
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o.pos = UnityObjectToClipPos(v.vertex );
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return o;
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}
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float4 frag(VertexOutput i) : COLOR
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{
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float4 node_2344 = _Time + _TimeEditor;
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float2 node_4986 = (i.uv0+(node_2344.r*_FlowSpeed)*float2(1,0));
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float4 _TEX_var = tex2D(_MainTex,TRANSFORM_TEX(node_4986, _MainTex));
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float node_8107 = (i.vertexColor.a*2.0+-1.0);
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float2 _maskUV_switch_var = lerp( (i.uv0+node_8107*float2(1,0)), (i.uv0+node_8107*float2(0,1)), _UorV );
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float4 _mask_var = tex2D(_MaskTex,TRANSFORM_TEX(_maskUV_switch_var, _MaskTex));
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float4 _mask2_var = tex2D(_MaskTex2,TRANSFORM_TEX(i.uv0, _MaskTex2));
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float3 emissive = ((_TEX_var.rgb*_mask_var.rgb*(_mask_var.a*_Color.rgb)*i.vertexColor.rgb*_ColorMultiplier)*_mask2_var.rgb);
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float3 finalColor = emissive;
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float a = (_mask_var.a*lerp( max(max(i.vertexColor.r,i.vertexColor.g),i.vertexColor.b), 1.0, _BlackcolorSwitch )*_mask2_var.a*_TEX_var.a);
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return fixed4(finalColor,a);
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}
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ENDCG
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}
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}
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Fallback "Gonbest/FallBack/FBNothing"
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}
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