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authortylermurphy534 <tylermurphy534@gmail.com>2022-11-06 15:12:42 -0500
committertylermurphy534 <tylermurphy534@gmail.com>2022-11-06 15:12:42 -0500
commiteb84bb298d2b95aec7b2ae12cbf25ac64f25379a (patch)
treeefd616a157df06ab661c6d56651853431ac6b08b /VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Patreon/ShatterWave2/ShatterWave2.shader
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diff --git a/VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Patreon/ShatterWave2/ShatterWave2.shader b/VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Patreon/ShatterWave2/ShatterWave2.shader
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+++ b/VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Patreon/ShatterWave2/ShatterWave2.shader
@@ -0,0 +1,264 @@
+Shader ".poiyomi/Patreon/ShatterWave2"
+{
+ Properties
+ {
+ [HideInInspector] shader_is_using_thry_editor("", Float)=0
+
+ [HideInInspector] shader_master_label("<color=#008080>❤ Poiyomi Shatter Wave V2.0 ❤</color>", Float) = 0
+ [HideInInspector] shader_presets("poiToonPresets", Float) = 0
+
+
+ [HideInInspector] footer_youtube ("youtube footer button", Float) = 0
+ [HideInInspector] footer_twitter ("twitter footer button", Float) = 0
+ [HideInInspector] footer_patreon ("patreon footer button", Float) = 0
+ [HideInInspector] footer_discord ("discord footer button", Float) = 0
+ [HideInInspector] footer_github ("github footer button", Float) = 0
+
+ [HideInInspector] m_mainOptions ("Main", Float) = 0
+ _Color ("Color", Color) = (1, 1, 1, 1)
+ _Desaturation ("Desaturation", Range(-1, 1)) = 0
+ _MainTex ("Texture", 2D) = "white" { }
+ [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _MainTextureUV ("Tex UV#", Int) = 0
+ [Normal]_BumpMap ("Normal Map", 2D) = "bump" { }
+ _BumpScale ("Normal Intensity", Range(0, 10)) = 1
+ _Clip ("Alpha Cuttoff", Range(0, 1.001)) = 0.5
+ [HideInInspector] m_start_mainAdvanced ("Advanced", Float) = 0
+ [Normal]_DetailNormalMap ("Detail Map", 2D) = "bump" { }
+ _DetailNormalMapScale ("Detail Intensity", Range(0, 10)) = 1
+ [HideInInspector] m_end_mainAdvanced ("Advanced", Float) = 0
+
+ [HideInInspector] m_shatterWave ("Shatter Wave", Float) = 0
+ [ToggleUI]_ShowUnderWave ("Show Under Wave?", Range(0, 1)) = 1
+ _WaveColor ("Wave Color", Color) = (1,1,1,1)
+ _WaveTexture ("Wave Texture", 2D) = "white" {}
+ _WaveEmission ("Wave Emission", Range(0, 10)) = 2
+ _underWaveColor ("Under Wave Color", Color) = (1,1,1,1)
+ _UnderWaveTexture ("Under Wave Texture", 2D) = "white" {}
+ _UnderWaveEmission ("Under Wave Emission", Range(0, 10)) = 2
+ _WaveSpeed ("Wave Speed X Y Z", Vector) = (.5,.6,.7,0)
+ _WaveSlope ("Wave Slope X Y Z", Vector) = (2,2,2,0)
+ _WaveDensity ("Wave Density X Y Z", Vector) = (10,8,9,0)
+ _HeightThreshold ("WaveWidth", Range(0, 1)) = .98
+ _WaveHeight ("Wave Height", Range(0,50)) = .01
+
+ [HideInInspector] m_metallicOptions ("Metallic", Float) = 0
+ _CubeMap ("Baked CubeMap", Cube) = "" { }
+ [ToggleUI]_SampleWorld ("Force Baked Cubemap", Range(0, 1)) = 0
+ _AdditiveClearCoat ("Additive Clear Coat", Range(0, 1)) = 0
+ _PurelyAdditive ("Purely Additive", Range(0, 1)) = 0
+ _MetallicMap ("Metallic Map", 2D) = "white" { }
+ _Metallic ("Metallic", Range(0, 1)) = 0
+ _RoughnessMap ("Roughness Map", 2D) = "white" { }
+ _Roughness ("Smoothness", Range(0, 1)) = 0
+
+ [HideInInspector] m_matcapOptions ("Matcap / Sphere Textures", Float) = 0
+ _Matcap ("Matcap", 2D) = "white" { }
+ _MatcapMap ("Matcap Map", 2D) = "white" { }
+ _MatcapColor ("Matcap Color", Color) = (1, 1, 1, 1)
+ _MatcapStrength ("Matcap Strength", Range(0, 20)) = 1
+ _ReplaceWithMatcap ("Replace With Matcap", Range(0, 1)) = 0
+ _MultiplyMatcap ("Multiply Matcap", Range(0, 1)) = 0
+ _AddMatcap ("Add Matcap", Range(0, 1)) = 0
+
+ [HideInInspector] m_emissionOptions ("Emission", Float) = 0
+ [HDR]_EmissionColor ("Emission Color", Color) = (1, 1, 1, 1)
+ _EmissionMap ("Emission Map", 2D) = "white" { }
+ _EmissionMask ("Emission Mask", 2D) = "white" { }
+ _EmissionScrollSpeed ("Emission Scroll Speed", Vector) = (0, 0, 0, 0)
+ _EmissionStrength ("Emission Strength", Range(0, 20)) = 0
+
+ [HideInInspector] m_start_blinkingEmissionOptions ("Blinking Emission", Float) = 0
+ _EmissiveBlink_Min ("Emissive Blink Min", Float) = 1
+ _EmissiveBlink_Max ("Emissive Blink Max", Float) = 1
+ _EmissiveBlink_Velocity ("Emissive Blink Velocity", Float) = 4
+ [HideInInspector] m_end_blinkingEmissionOptions ("Blinking Emission", Float) = 0
+
+ [HideInInspector] m_start_scrollingEmissionOptions ("Scrolling Emission", Float) = 0
+ [ToggleUI] _ScrollingEmission ("Enable Scrolling Emission", Float) = 0
+ _EmissiveScroll_Direction ("Direction", Vector) = (0, -10, 0, 0)
+ _EmissiveScroll_Width ("Width", Float) = 10
+ _EmissiveScroll_Velocity ("Velocity", Float) = 10
+ _EmissiveScroll_Interval ("Interval", Float) = 20
+ [HideInInspector] m_end_scrollingEmissionOptions ("Scrolling Emission", Float) = 0
+
+ [HideInInspector] m_fakeLightingOptions ("Lighting", Float) = 0
+ [NoScaleOffset]_Ramp ("Lighting Ramp", 2D) = "white" { }
+ _ShadowStrength ("Shadow Strength", Range(0, 1)) = 1
+ _ShadowOffset ("Shadow Offset", Range(-1, 1)) = 0
+ [ToggleUI] _ForceLightDirection ("Force Light Direction", Range(0, 1)) = 0
+ [ToggleUI] _ForceShadowStrength ("Force Shadow Strength", Range(0, 1)) = 0
+ _LightDirection ("Fake Light Direction", Vector) = (0, 1, 0, 0)
+ _MinBrightness ("Min Brightness", Range(0, 1)) = 0
+ _MaxDirectionalIntensity ("Max Directional Intensity", Float) = 1
+ [NoScaleOffset]_AdditiveRamp ("Additive Ramp", 2D) = "white" { }
+ _FlatOrFullAmbientLighting ("Flat or Full Ambient Lighting", Range(0, 1)) = 0
+
+ [HideInInspector] m_specularHighlightsOptions ("Specular Highlights", Float) = 0
+ _SpecularMap ("Specular Map", 2D) = "white" { }
+ _Gloss ("Glossiness", Range(0, 1)) = 0
+ _SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
+ _SpecularBias ("Specular Color Bias", Range(0, 1)) = 0
+ _SpecularStrength ("Specular Strength", Range(0, 5)) = 0
+ [ToggleUI]_HardSpecular ("Enable Hard Specular", Float) = 0
+ _SpecularSize ("Hard Specular Size", Range(0, 1)) = .005
+
+ [HideInInspector] m_rimLightOptions ("Rim Lighting", Float) = 0
+ _RimLightColor ("Rim Color", Color) = (1, 1, 1, 1)
+ _RimWidth ("Rim Width", Range(0, 1)) = 0.8
+ _RimStrength ("Rim Emission", Range(0, 20)) = 0
+ _RimSharpness ("Rim Sharpness", Range(0, 1)) = .25
+ _RimLightColorBias ("Rim Color Bias", Range(0, 1)) = 0
+ _RimTex ("Rim Texture", 2D) = "white" { }
+ _RimTexPanSpeed ("Rim Texture Pan Speed", Vector) = (0, 0, 0, 0)
+
+ [HideInInspector] m_StencilPassOptions ("Stencil", Float) = 0
+ [IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0
+ [IntRange] _StencilReadMaskRef ("Stencil ReadMask Value", Range(0, 255)) = 0
+ [IntRange] _StencilWriteMaskRef ("Stencil WriteMask Value", Range(0, 255)) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Stencil Pass Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function", Float) = 8
+
+ [HideInInspector] m_start_OutlineStencil ("Outline Stencil", Float) = 0
+ [IntRange] _OutlineStencilRef ("Stencil Reference Value", Range(0, 255)) = 0
+ [IntRange] _OutlineStencilReadMaskRef ("Stencil ReadMask Value", Range(0, 255)) = 0
+ [IntRange] _OutlineStencilWriteMaskRef ("Stencil WriteMask Value", Range(0, 255)) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilPassOp ("Stencil Pass Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilFailOp ("Stencil Fail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilZFailOp ("Stencil ZFail Op", Float) = 0
+ [Enum(UnityEngine.Rendering.CompareFunction)] _OutlineStencilCompareFunction ("Stencil Compare Function", Float) = 8
+ [HideInInspector] m_end_OutlineStencil ("Outline Stencil", Float) = 0
+
+ [HideInInspector] m_miscOptions ("Misc", Float) = 0
+ [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
+ [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
+ [Enum(UnityEngine.Rendering.BlendMode)] _SourceBlend ("Source Blend", Float) = 5
+ [Enum(UnityEngine.Rendering.BlendMode)] _DestinationBlend ("Destination Blend", Float) = 10
+ }
+
+ //originalEditorCustomEditor "PoiShatter"
+CustomEditor "Thry.ShaderEditor"
+ SubShader
+ {
+ Tags { "RenderType" = "TransparentCutout" "Queue" = "AlphaTest" }
+
+
+ Pass
+ {
+ Name "MainPass"
+ Tags { "LightMode" = "ForwardBase" }
+ Stencil
+ {
+ Ref [_StencilRef]
+ ReadMask [_StencilReadMaskRef]
+ WriteMask [_StencilWriteMaskRef]
+ Ref [_StencilRef]
+ Comp [_StencilCompareFunction]
+ Pass [_StencilPassOp]
+ Fail [_StencilFailOp]
+ ZFail [_StencilZFailOp]
+ }
+ Cull [_Cull]
+ ZTest [_ZTest]
+ CGPROGRAM
+
+ #pragma target 5.0
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma geometry geom
+ #define FORWARD_BASE_PASS
+ #include "ShatterPass.cginc"
+ ENDCG
+
+ }
+
+ Pass
+ {
+ Tags { "LightMode" = "ForwardAdd" }
+ Stencil
+ {
+ Ref [_StencilRef]
+ ReadMask [_StencilReadMaskRef]
+ WriteMask [_StencilWriteMaskRef]
+ Ref [_StencilRef]
+ Comp [_StencilCompareFunction]
+ Pass [_StencilPassOp]
+ Fail [_StencilFailOp]
+ ZFail [_StencilZFailOp]
+ }
+ ZWrite Off Blend One One
+ Cull [_Cull]
+ ZTest [_ZTest]
+ CGPROGRAM
+
+ #pragma target 5.0
+ #pragma multi_compile DIRECTIONAL POINT SPOT
+ #pragma vertex vert
+ #pragma fragment frag
+ #include "ShatterPass.cginc"
+ ENDCG
+
+ }
+ Pass
+ {
+ Tags { "LightMode" = "ShadowCaster" }
+ Stencil
+ {
+ Ref [_StencilRef]
+ ReadMask [_StencilReadMaskRef]
+ WriteMask [_StencilWriteMaskRef]
+ Ref [_StencilRef]
+ Comp [_StencilCompareFunction]
+ Pass [_StencilPassOp]
+ Fail [_StencilFailOp]
+ ZFail [_StencilZFailOp]
+ }
+ CGPROGRAM
+
+ #pragma target 5.0
+ #pragma multi_compile_shadowcaster
+ #pragma vertex MyShadowVertexProgram
+ #pragma fragment MyShadowFragmentProgram
+ #include "UnityCG.cginc"
+
+ struct VertexData {
+ float4 position : POSITION;
+ float3 normal : NORMAL;
+ };
+
+ #if defined(SHADOWS_CUBE)
+ struct Interpolators {
+ float4 position : SV_POSITION;
+ float3 lightVec : TEXCOORD0;
+ };
+
+ Interpolators MyShadowVertexProgram (VertexData v) {
+ Interpolators i;
+ i.position = UnityObjectToClipPos(v.position);
+ i.lightVec =
+ mul(unity_ObjectToWorld, v.position).xyz - _LightPositionRange.xyz;
+ return i;
+ }
+
+ float4 MyShadowFragmentProgram (Interpolators i) : SV_TARGET {
+ float depth = length(i.lightVec) + unity_LightShadowBias.x;
+ depth *= _LightPositionRange.w;
+ return UnityEncodeCubeShadowDepth(depth);
+ }
+ #else
+ float4 MyShadowVertexProgram (VertexData v) : SV_POSITION {
+ float4 position =
+ UnityClipSpaceShadowCasterPos(v.position.xyz, v.normal);
+ return UnityApplyLinearShadowBias(position);
+ }
+
+ half4 MyShadowFragmentProgram () : SV_TARGET {
+ return 0;
+ }
+ #endif
+ ENDCG
+
+ }
+ }
+} \ No newline at end of file