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m_Colors:
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@ -0,0 +1,129 @@
|
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/*
|
||||
███████╗░█████╗░██████╗░░█████╗░███████╗ ███████╗██╗███████╗██╗░░░░░██████╗░
|
||||
██╔════╝██╔══██╗██╔══██╗██╔══██╗██╔════╝ ██╔════╝██║██╔════╝██║░░░░░██╔══██╗
|
||||
█████╗░░██║░░██║██████╔╝██║░░╚═╝█████╗░░ █████╗░░██║█████╗░░██║░░░░░██║░░██║
|
||||
██╔══╝░░██║░░██║██╔══██╗██║░░██╗██╔══╝░░ ██╔══╝░░██║██╔══╝░░██║░░░░░██║░░██║
|
||||
██║░░░░░╚█████╔╝██║░░██║╚█████╔╝███████╗ ██║░░░░░██║███████╗███████╗██████╔╝
|
||||
╚═╝░░░░░░╚════╝░╚═╝░░╚═╝░╚════╝░╚══════╝ ╚═╝░░░░░╚═╝╚══════╝╚══════╝╚═════╝░
|
||||
|
||||
░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
|
||||
██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
|
||||
╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
|
||||
░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
|
||||
██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
|
||||
╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
|
||||
|
||||
█▀▀▄ █──█ ▀▀█▀▀ █──█ █▀▀ ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
|
||||
█▀▀▄ █▄▄█ ─░█── █▀▀█ █▀▀ ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
|
||||
▀▀▀─ ▄▄▄█ ─░█── ▀──▀ ▀▀▀ ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
|
||||
____________________________________________________________________________________________________________________________________________
|
||||
|
||||
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀ █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀ ▄█ █▀█ ▄█▄ █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
|
||||
█▀█ ▄█ ▄█ ██▄ ░█░ ▄ █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄ ░█ █▄█ ░▀░ ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
|
||||
____________________________________________________________________________________________________________________________________________
|
||||
License:
|
||||
The license is ATTRIBUTION 3.0
|
||||
|
||||
More license info here:
|
||||
https://creativecommons.org/licenses/by/3.0/
|
||||
____________________________________________________________________________________________________________________________________________
|
||||
This shader has NOT been tested on any other PC configuration except the following:
|
||||
CPU: Intel Core i5-6400
|
||||
GPU: NVidia GTX 750Ti
|
||||
RAM: 16GB
|
||||
Windows: 10 x64
|
||||
DirectX: 11
|
||||
____________________________________________________________________________________________________________________________________________
|
||||
*/
|
||||
|
||||
Shader "Ultimate 10+ Shaders/Force Field"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
[HDR] _Color ("Color", Color) = (1,1,1,1)
|
||||
|
||||
_FresnelPower("Fresnel Power", Range(0, 10)) = 3
|
||||
_ScrollDirection ("Scroll Direction", float) = (0, 0, 0, 0)
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
LOD 100
|
||||
Cull Back
|
||||
Lighting Off
|
||||
ZWrite On
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
#ifndef SHADER_API_D3D11
|
||||
#pragma target 3.0
|
||||
#else
|
||||
#pragma target 4.0
|
||||
#endif
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
fixed3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float rim : TEXCOORD1;
|
||||
float4 position : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
fixed4 _Color;
|
||||
half _FresnelPower;
|
||||
half2 _ScrollDirection;
|
||||
|
||||
|
||||
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
||||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
||||
// #pragma instancing_options assumeuniformscaling
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
// put more per-instance properties here
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
fixed3 viewDir;
|
||||
v2f vert (appdata vert)
|
||||
{
|
||||
v2f output;
|
||||
|
||||
output.position = UnityObjectToClipPos(vert.vertex);
|
||||
output.uv = TRANSFORM_TEX(vert.uv, _MainTex);
|
||||
|
||||
viewDir = normalize(ObjSpaceViewDir(vert.vertex));
|
||||
output.rim = 1.0 - saturate(dot(viewDir, vert.normal));
|
||||
|
||||
output.uv += _ScrollDirection * _Time.y;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
fixed4 pixel;
|
||||
fixed4 frag (v2f input) : SV_Target
|
||||
{
|
||||
pixel = tex2D(_MainTex, input.uv) * _Color * pow(_FresnelPower, input.rim);
|
||||
pixel = lerp(0, pixel, input.rim);
|
||||
|
||||
return clamp(pixel, 0, _Color);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
|
@ -0,0 +1,9 @@
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assetBundleName:
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assetBundleVariant:
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%YAML 1.1
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- _Glossiness: 0.5
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- _Parallax: 0.02
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- _Shadows: 0
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m_Colors:
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- _Color: {r: 0.30188352, g: 3.478208, b: 0, a: 1}
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assetBundleVariant:
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@ -0,0 +1,109 @@
|
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/*
|
||||
██╗░░░░░░█████╗░██╗░░░██╗░█████╗░ ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
|
||||
██║░░░░░██╔══██╗██║░░░██║██╔══██╗ ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
|
||||
██║░░░░░███████║╚██╗░██╔╝███████║ ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
|
||||
██║░░░░░██╔══██║░╚████╔╝░██╔══██║ ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
|
||||
███████╗██║░░██║░░╚██╔╝░░██║░░██║ ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
|
||||
╚══════╝╚═╝░░╚═╝░░░╚═╝░░░╚═╝░░╚═╝ ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
|
||||
|
||||
█▀▀▄ █──█ ▀▀█▀▀ █──█ █▀▀ ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
|
||||
█▀▀▄ █▄▄█ ─░█── █▀▀█ █▀▀ ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
|
||||
▀▀▀─ ▄▄▄█ ─░█── ▀──▀ ▀▀▀ ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
|
||||
____________________________________________________________________________________________________________________________________________
|
||||
|
||||
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀ █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀ ▄█ █▀█ ▄█▄ █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
|
||||
█▀█ ▄█ ▄█ ██▄ ░█░ ▄ █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄ ░█ █▄█ ░▀░ ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
|
||||
____________________________________________________________________________________________________________________________________________
|
||||
License:
|
||||
The license is ATTRIBUTION 3.0
|
||||
|
||||
More license info here:
|
||||
https://creativecommons.org/licenses/by/3.0/
|
||||
____________________________________________________________________________________________________________________________________________
|
||||
This shader has NOT been tested on any other PC configuration except the following:
|
||||
CPU: Intel Core i5-6400
|
||||
GPU: NVidia GTX 750Ti
|
||||
RAM: 16GB
|
||||
Windows: 10 x64
|
||||
DirectX: 11
|
||||
____________________________________________________________________________________________________________________________________________
|
||||
*/
|
||||
|
||||
Shader "Ultimate 10+ Shaders/Lava3D"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[HDR] _Color ("Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
_HeightMap ("Height Map (Black and White)", 2D) = "bump" {}
|
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_FlowDirection ("Flow Direction", Vector) = (1, 0, 0, 0)
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sampler2D _MainTex;
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sampler2D _HeightMap;
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half4 _FlowDirection;
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half _Speed;
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half _Amplitude;
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struct Input
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{
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float2 uv_HeightMap;
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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float4 tangent : TANGENT;
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fixed4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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ENDCG
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Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue