ball 项目提交
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Shader "Hovl/Particles/Blend_CenterGlow"
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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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_Noise("Noise", 2D) = "white" {}
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_Flow("Flow", 2D) = "white" {}
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_Mask("Mask", 2D) = "white" {}
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_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
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_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
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_Emission("Emission", Float) = 2
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_Color("Color", Color) = (0.5,0.5,0.5,1)
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_Opacity("Opacity", Range( 0 , 3)) = 1
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[Toggle]_Usecenterglow("Use center glow?", Float) = 0
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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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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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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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Pass {
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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 "UnityShaderVariables.cginc"
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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 _Usecenterglow;
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uniform float4 _SpeedMainTexUVNoiseZW;
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uniform sampler2D _Flow;
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uniform float4 _DistortionSpeedXYPowerZ;
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uniform float4 _Flow_ST;
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uniform sampler2D _Mask;
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uniform float4 _Mask_ST;
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uniform sampler2D _Noise;
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uniform float4 _Noise_ST;
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uniform float4 _Color;
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uniform float _Emission;
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uniform float _Opacity;
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uniform fixed _Usedepth;
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uniform float _Depthpower;
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||||
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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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float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
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float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
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float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
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float3 uv0_Flow = i.texcoord.xyz;
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uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
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float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
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float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
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float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
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float Flowpower102 = _DistortionSpeedXYPowerZ.z;
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float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
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float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
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float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
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float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise);
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float4 tex2DNode14 = tex2D( _Noise, panner108 );
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float3 temp_output_78_0 = (( tex2DNode13 * tex2DNode14 * _Color * i.color )).rgb;
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float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
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float4 clampResult38 = tex2DNode33 - temp_cast_0;
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float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
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float4 appendResult87 = (float4(( lerp(temp_output_78_0,( temp_output_78_0 * (clampResult40).rgb ),_Usecenterglow) * _Emission ) , ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a * _Opacity )));
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fixed4 col = appendResult87;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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}
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