Files
Continentis/Assets/TemporaryResources/Cartoon Coffee/Particle Shaders/Particle Basic.shader
SoulliesOfficial d09b58fd80 架构大更
2026-03-20 11:56:50 -04:00

428 lines
27 KiB
GLSL

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "CartoonCoffee/Particle Basic"
{
Properties
{
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_NoiseTexture("Noise Texture", 2D) = "white" {}
[Toggle(_ENABLEADJUSTCOLOR_ON)] _EnableAdjustColor("Enable Adjust Color", Float) = 0
_AdjustColorFade("Adjust Color: Fade", Range( 0 , 1)) = 1
_AdjustColorBrightness("Adjust Color: Brightness", Float) = 1
_AdjustColorContrast("Adjust Color: Contrast", Float) = 1
_AdjustColorSaturation("Adjust Color: Saturation", Float) = 1
_AdjustColorHueShift("Adjust Color: Hue Shift", Range( 0 , 1)) = 0
[Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0
_CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {}
_CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2
_CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0)
_CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0
_CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1
[Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0
_SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1
[HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0)
[HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0)
_SplitToningContrast("Split Toning: Contrast", Float) = 1
_SplitToningBalance("Split Toning: Balance", Float) = 1
_SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0
[Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0
_BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1
[HDR]_BlackTintColor("Black Tint: Color", Color) = (1,0,0,0)
_BlackTintPower("Black Tint: Power", Float) = 2
[Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0
_AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1
[HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (23.96863,1.254902,23.96863,0)
_AlphaTintPower("Alpha Tint: Power", Float) = 1
_AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.05
[Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0
_UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1
[NoScaleOffset]_UVDistortShaderMask("UV Distort: Shader Mask", 2D) = "white" {}
_UVDistortSpace("UV Distort: Space", Int) = 0
_UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0)
_UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0)
_UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0)
_UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0)
[Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0
_UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0)
[Toggle(_ENABLECUTOUTSPRITE_ON)] _EnableCutoutSprite("Enable Cutout Sprite", Float) = 0
_CutoutFadeTexture("Cutout Fade: Texture", 2D) = "white" {}
_CutoutFadeFrom("Cutout Fade: From", Float) = 0
[ASEEnd]_CutoutFadeTo("Cutout Fade: To", Float) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
Category
{
SubShader
{
LOD 0
Tags
{
"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane"
}
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ColorMask RGBA
Cull Off
Lighting Off
ZWrite Off
ZTest LEqual
Pass
{
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityShaderVariables.cginc"
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _ENABLEADJUSTCOLOR_ON
#pragma shader_feature_local _ENABLEALPHATINT_ON
#pragma shader_feature_local _ENABLEBLACKTINT_ON
#pragma shader_feature_local _ENABLESPLITTONING_ON
#pragma shader_feature_local _ENABLECUSTOMFADE_ON
#pragma shader_feature_local _ENABLECUTOUTSPRITE_ON
#pragma shader_feature_local _ENABLEUVSCROLL_ON
#pragma shader_feature_local _ENABLEUVDISTORT_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_FOG_COORDS (
1
)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
};
#if UNITY_VERSION >= 560
UNITY_DECLARE_DEPTH_TEXTURE (_CameraDepthTexture);
#else
uniform sampler2D_float _CameraDepthTexture;
#endif
//Don't delete this comment
// uniform sampler2D_float _CameraDepthTexture;
uniform sampler2D _MainTex;
uniform fixed4 _TintColor;
uniform float4 _MainTex_ST;
uniform float _InvFade;
uniform float2 _UVDistortFrom;
uniform float2 _UVDistortTo;
uniform sampler2D _NoiseTexture;
uniform int _UVDistortSpace;
float4 _MainTex_TexelSize;
uniform float2 _UVDistortSpeed;
uniform float2 _UVDistortNoiseScale;
uniform float _UVDistortFade;
uniform sampler2D _UVDistortShaderMask;
uniform float4 _UVDistortShaderMask_ST;
uniform float2 _UVScrollSpeed;
uniform sampler2D _CutoutFadeTexture;
uniform float _CutoutFadeFrom;
uniform float _CutoutFadeTo;
uniform sampler2D _CustomFadeFadeMask;
uniform float2 _CustomFadeNoiseScale;
uniform float _CustomFadeNoiseFactor;
uniform float _CustomFadeSmoothness;
uniform float _CustomFadeAlpha;
uniform float4 _SplitToningShadowsColor;
uniform float4 _SplitToningHighlightsColor;
uniform float _SplitToningShift;
uniform float _SplitToningBalance;
uniform float _SplitToningContrast;
uniform float _SplitToningFade;
uniform float4 _BlackTintColor;
uniform float _BlackTintPower;
uniform float _BlackTintFade;
uniform float4 _AlphaTintColor;
uniform float _AlphaTintPower;
uniform float _AlphaTintFade;
uniform float _AlphaTintMinAlpha;
uniform float _AdjustColorHueShift;
uniform float _AdjustColorSaturation;
uniform float _AdjustColorContrast;
uniform float _AdjustColorBrightness;
uniform float _AdjustColorFade;
float3 HSVToRGB(float3 c)
{
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
float3 ase_worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.ase_texcoord3.xyz = ase_worldPos;
o.ase_texcoord4 = v.vertex;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord3.w = 0;
v.vertex.xyz += float3(0, 0, 0);
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = v.texcoord;
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(
SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate(_InvFade * (sceneZ - partZ));
i.color.a *= fade;
#endif
float2 texCoord67 = i.texcoord.xy * float2(1, 1) + float2(0, 0);
float3 ase_worldPos = i.ase_texcoord3.xyz;
float2 appendResult2_g105 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
float2 ifLocalVar2_g104 = 0;
if (_UVDistortSpace > 1.0)
ifLocalVar2_g104 = (ase_worldPos).xy;
else if (_UVDistortSpace == 1.0)
ifLocalVar2_g104 = (i.ase_texcoord4.xyz).xy;
else if (_UVDistortSpace < 1.0)
ifLocalVar2_g104 = (i.texcoord.xy / (100.0 / appendResult2_g105));
float2 lerpResult21_g103 = lerp(_UVDistortFrom, _UVDistortTo,
tex2D(_NoiseTexture,
((ifLocalVar2_g104 + (_UVDistortSpeed * _Time.y)) * _UVDistortNoiseScale)).r);
float2 appendResult2_g107 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
float2 uv_UVDistortShaderMask = i.texcoord.xy * _UVDistortShaderMask_ST.xy + _UVDistortShaderMask_ST
.zw;
float4 tex2DNode3_g106 = tex2D(_UVDistortShaderMask, uv_UVDistortShaderMask);
#ifdef _ENABLEUVDISTORT_ON
float2 staticSwitch65 = (texCoord67 + (lerpResult21_g103 * (100.0 / appendResult2_g107) * (
_UVDistortFade * (tex2DNode3_g106.r * tex2DNode3_g106.a))));
#else
float2 staticSwitch65 = texCoord67;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 staticSwitch91 = (((_UVScrollSpeed * _Time.y) + staticSwitch65) % float2(1, 1));
#else
float2 staticSwitch91 = staticSwitch65;
#endif
float4 tex2DNode17 = tex2D(_MainTex, staticSwitch91);
float4 temp_output_78_0 = (tex2DNode17 * i.color);
float4 temp_output_1_0_g168 = temp_output_78_0;
float3 appendResult15_g168 = (float3(temp_output_1_0_g168.rgb));
float lerpResult7_g168 = lerp(_CutoutFadeFrom, _CutoutFadeTo, i.color.a);
float4 tex2DNode2_g168 = tex2D(_CutoutFadeTexture,
(((i.texcoord.xy - float2(0.5, 0.5)) / max(lerpResult7_g168, 0.0001)) + float2(0.5, 0.5)));
float4 appendResult16_g168 = (float4(appendResult15_g168,
(temp_output_1_0_g168.a * (1.0 - (tex2DNode2_g168.r * tex2DNode2_g168.
a)))));
#ifdef _ENABLECUTOUTSPRITE_ON
float4 staticSwitch97 = appendResult16_g168;
#else
float4 staticSwitch97 = temp_output_78_0;
#endif
float4 temp_output_1_0_g169 = tex2DNode17;
float2 temp_output_57_0_g169 = staticSwitch91;
float4 tex2DNode3_g169 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g169);
float clampResult37_g169 = clamp(
(((i.color.a * 2.0) - 1.0) + (tex2DNode3_g169.r + (tex2D(
_NoiseTexture,
(temp_output_57_0_g169 * _CustomFadeNoiseScale)).r * _CustomFadeNoiseFactor))), 0.0, 1.0);
float4 appendResult13_g169 = (float4((float4((i.color).rgb, 0.0) * temp_output_1_0_g169).rgb,
(temp_output_1_0_g169.a * pow(clampResult37_g169,
(_CustomFadeSmoothness / max(tex2DNode3_g169.r, 0.05))) * _CustomFadeAlpha)));
#ifdef _ENABLECUSTOMFADE_ON
float4 staticSwitch64 = appendResult13_g169;
#else
float4 staticSwitch64 = staticSwitch97;
#endif
float4 temp_output_1_0_g171 = staticSwitch64;
float4 break2_g172 = temp_output_1_0_g171;
float temp_output_3_0_g171 = ((break2_g172.x + break2_g172.y + break2_g172.z) / 3.0);
float clampResult25_g171 = clamp(
((((temp_output_3_0_g171 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
float3 lerpResult6_g171 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
clampResult25_g171);
float temp_output_9_0_g173 = max(_SplitToningContrast, 0.0);
float saferPower7_g173 = abs(
(temp_output_3_0_g171 + (0.1 * max((1.0 - temp_output_9_0_g173), 0.0))));
float3 lerpResult11_g171 = lerp((temp_output_1_0_g171).rgb,
(lerpResult6_g171 * pow(saferPower7_g173, temp_output_9_0_g173)),
_SplitToningFade);
float4 appendResult18_g171 = (float4(lerpResult11_g171, temp_output_1_0_g171.a));
#ifdef _ENABLESPLITTONING_ON
float4 staticSwitch93 = appendResult18_g171;
#else
float4 staticSwitch93 = staticSwitch64;
#endif
float4 temp_output_1_0_g174 = staticSwitch93;
float3 temp_output_4_0_g174 = (temp_output_1_0_g174).rgb;
float4 break12_g174 = temp_output_1_0_g174;
float3 lerpResult7_g174 = lerp(temp_output_4_0_g174, (temp_output_4_0_g174 + (_BlackTintColor).rgb),
pow((1.0 - min(max(max(break12_g174.r, break12_g174.g),
break12_g174.b), 1.0)),
max(_BlackTintPower, 0.001)));
float3 lerpResult13_g174 = lerp(temp_output_4_0_g174, lerpResult7_g174, _BlackTintFade);
float4 appendResult11_g174 = (float4(lerpResult13_g174, break12_g174.a));
#ifdef _ENABLEBLACKTINT_ON
float4 staticSwitch79 = appendResult11_g174;
#else
float4 staticSwitch79 = staticSwitch93;
#endif
float4 temp_output_1_0_g175 = staticSwitch79;
float saferPower11_g175 = abs((1.0 - temp_output_1_0_g175.a));
float3 lerpResult4_g175 = lerp((temp_output_1_0_g175).rgb, (_AlphaTintColor).rgb,
(pow(saferPower11_g175, _AlphaTintPower) * _AlphaTintFade * step(
_AlphaTintMinAlpha, temp_output_1_0_g175.a)));
float4 appendResult13_g175 = (float4(lerpResult4_g175, temp_output_1_0_g175.a));
#ifdef _ENABLEALPHATINT_ON
float4 staticSwitch86 = appendResult13_g175;
#else
float4 staticSwitch86 = staticSwitch79;
#endif
float4 break2_g176 = staticSwitch86;
float3 appendResult4_g176 = (float3(break2_g176.r, break2_g176.g, break2_g176.b));
float3 hsvTorgb16_g176 = RGBToHSV(appendResult4_g176);
float clampResult18_g176 = clamp((hsvTorgb16_g176.y * _AdjustColorSaturation), 0.0, 1.0);
float temp_output_9_0_g177 = max(_AdjustColorContrast, 0.0);
float saferPower7_g177 = abs((hsvTorgb16_g176.z + (0.1 * max((1.0 - temp_output_9_0_g177), 0.0))));
float3 hsvTorgb24_g176 = HSVToRGB(float3((hsvTorgb16_g176.x + _AdjustColorHueShift),
clampResult18_g176,
(pow(saferPower7_g177, temp_output_9_0_g177) *
_AdjustColorBrightness)));
float3 lerpResult9_g176 = lerp(appendResult4_g176, hsvTorgb24_g176, _AdjustColorFade);
float4 appendResult3_g176 = (float4(lerpResult9_g176, break2_g176.a));
#ifdef _ENABLEADJUSTCOLOR_ON
float4 staticSwitch84 = appendResult3_g176;
#else
float4 staticSwitch84 = staticSwitch86;
#endif
fixed4 col = staticSwitch84;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
CustomEditor "CartoonCoffee.ParticleShaderGUI"
Fallback "2"
}
/*ASEBEGIN
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