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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"
}

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/*
██╗░░░░░░█████╗░██╗░░░██╗░█████╗░  ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
██║░░░░░██╔══██╗██║░░░██║██╔══██╗  ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
██║░░░░░███████║╚██╗░██╔╝███████║  ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
██║░░░░░██╔══██║░╚████╔╝░██╔══██║  ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
███████╗██║░░██║░░╚██╔╝░░██║░░██║  ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
╚══════╝╚═╝░░╚═╝░░░╚═╝░░░╚═╝░░╚═╝  ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
█▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
█▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
____________________________________________________________________________________________________________________________________________
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
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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" {}
_FlowDirection ("Flow Direction", Vector) = (1, 0, 0, 0)
_Speed ("Speed", float) = 0.25
_Amplitude ("Amplitude", float) = 1.0
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 150
Cull [_Cull]
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light typesv
#pragma surface surf Standard addshadow fullforwardshadows
#pragma vertex vert
#ifndef SHADER_API_D3D11
#pragma target 3.0
#else
#pragma target 4.0
#endif
fixed4 _Color;
sampler2D _MainTex;
sampler2D _HeightMap;
half4 _FlowDirection;
half _Speed;
half _Amplitude;
struct Input
{
float2 uv_MainTex;
float2 uv_HeightMap;
};
// 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)
fixed4 pixel;
void surf (Input IN, inout SurfaceOutputStandard o)
{
pixel = tex2D (_MainTex, IN.uv_MainTex + _FlowDirection * fmod(_Time.y, 1200) * _Speed) * _Color;
o.Albedo = pixel.rgb;
}
struct appdata {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
fixed4 texPixel;
void vert (inout appdata vert){
texPixel = tex2Dlod(_HeightMap, vert.texcoord1 + _FlowDirection * fmod(_Time.y, 1200) * _Speed);
vert.vertex.y = texPixel.r * _Amplitude;
}
ENDCG
}
FallBack "Diffuse"
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