130 lines
5.1 KiB
Plaintext
130 lines
5.1 KiB
Plaintext
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "TripleBrick/Flame" {
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Properties {
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_Utils_map ("utils_map", 2D) = "white" {}
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_flame_basecolor ("flame_basecolor", 2D) = "white" {}
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_emission ("emission", Float ) = 3
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_flicker ("flicker", Float ) = 1
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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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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#define UNITY_PASS_FORWARDBASE
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#include "UnityCG.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.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 3.0
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#pragma glsl
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uniform float4 _TimeEditor;
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uniform sampler2D _Utils_map; uniform float4 _Utils_map_ST;
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uniform sampler2D _flame_basecolor; uniform float4 _flame_basecolor_ST;
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uniform float _emission;
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uniform float _flicker;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 texcoord0 : TEXCOORD0;
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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 posWorld : TEXCOORD1;
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float3 normalDir : TEXCOORD2;
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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.normalDir = UnityObjectToWorldNormal(v.normal);
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float4 node_7068 = _Time + _TimeEditor;
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float2 node_3573 = (o.uv0+node_7068.g*float2(0.5,0.3));
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float4 _Utils_map_var = tex2Dlod(_Utils_map,float4(TRANSFORM_TEX(node_3573, _Utils_map),0.0,0));
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v.vertex.xyz += ((o.uv0.g*1.5)*(sin(((_flicker*_Utils_map_var.rgb)*1.0))*float3(1,3,1)));
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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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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i.normalDir = normalize(i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 normalDirection = i.normalDir;
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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////// Lighting:
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////// Emissive:
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float4 _flame_basecolor_var = tex2D(_flame_basecolor,TRANSFORM_TEX(i.uv0, _flame_basecolor));
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float3 emissive = (_flame_basecolor_var.rgb*(_emission*_flame_basecolor_var.a));
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float3 finalColor = emissive;
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return fixed4(finalColor,0.75);
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}
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ENDCG
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}
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Pass {
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Name "ShadowCaster"
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Tags {
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"LightMode"="ShadowCaster"
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}
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Offset 1, 1
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_SHADOWCASTER
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
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#pragma target 3.0
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#pragma glsl
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uniform float4 _TimeEditor;
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uniform sampler2D _Utils_map; uniform float4 _Utils_map_ST;
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uniform float _flicker;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 texcoord0 : TEXCOORD0;
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};
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struct VertexOutput {
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V2F_SHADOW_CASTER;
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float2 uv0 : TEXCOORD1;
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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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float4 node_8061 = _Time + _TimeEditor;
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float2 node_3573 = (o.uv0+node_8061.g*float2(0.5,0.3));
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float4 _Utils_map_var = tex2Dlod(_Utils_map,float4(TRANSFORM_TEX(node_3573, _Utils_map),0.0,0));
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v.vertex.xyz += ((o.uv0.g*1.5)*(sin(((_flicker*_Utils_map_var.rgb)*1.0))*float3(1,3,1)));
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o.pos = UnityObjectToClipPos(v.vertex );
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TRANSFER_SHADOW_CASTER(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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