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author | tylermurphy534 <tylermurphy534@gmail.com> | 2022-11-06 15:12:42 -0500 |
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committer | tylermurphy534 <tylermurphy534@gmail.com> | 2022-11-06 15:12:42 -0500 |
commit | eb84bb298d2b95aec7b2ae12cbf25ac64f25379a (patch) | |
tree | efd616a157df06ab661c6d56651853431ac6b08b /VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Patreon/ShatterWave2/ShatterWave2.shader | |
download | unityprojects-eb84bb298d2b95aec7b2ae12cbf25ac64f25379a.tar.gz unityprojects-eb84bb298d2b95aec7b2ae12cbf25ac64f25379a.tar.bz2 unityprojects-eb84bb298d2b95aec7b2ae12cbf25ac64f25379a.zip |
move to self host
Diffstat (limited to 'VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Patreon/ShatterWave2/ShatterWave2.shader')
-rw-r--r-- | VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Patreon/ShatterWave2/ShatterWave2.shader | 264 |
1 files changed, 264 insertions, 0 deletions
diff --git a/VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Patreon/ShatterWave2/ShatterWave2.shader b/VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Patreon/ShatterWave2/ShatterWave2.shader new file mode 100644 index 00000000..934eb6db --- /dev/null +++ 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 + + } + } +}
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