VFX Update on Executioner Ability
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Shader "Hovl/Particles/SlashOld"
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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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_Color("Color", Color) = (1,1,1,1)
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_EmissionRGB("Emission/R/G/B", Vector) = (1,1,0.5,0.5)
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_Startopacity("Start opacity", Float) = 40
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[Toggle]_Sideopacity("Side opacity", Float) = 0
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_Sideopacitypower("Side opacity power", Float) = 40
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[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
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_Depthpower ("Depth power", Float ) = 1
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[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 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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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[_CullMode]
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Lighting Off
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ZWrite Off
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ZTest LEqual
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CGPROGRAM
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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"
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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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};
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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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};
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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 _PathSet0ifyouuseinPS;
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uniform float _LenghtSet1ifyouuseinPS;
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uniform float4 _EmissionRGB;
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uniform float4 _Color;
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uniform float _Startopacity;
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uniform float _Sideopacity;
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uniform float _Sideopacitypower;
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uniform float _Finalopacity;
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uniform fixed _Usedepth;
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uniform float _Depthpower;
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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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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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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 ((sceneZ-partZ) / _Depthpower);
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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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float4 uv05 = i.texcoord;
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uv05.xy = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
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float temp_output_7_0 = (2.5 + (( _PathSet0ifyouuseinPS + uv05.z ) - 0.0) * (1.0 - 2.5) / (1.0 - 0.0));
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float clampResult76 = clamp( uv05.w , 0.0 , 1.0 );
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File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue