ToriaAssets/Sources/Shaders/flame.shader
2026-05-19 15:33:18 +02:00

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