res-avatar-unity/Assets/_PoiyomiShaders/Shaders/7.3/Patreon/ShatterWave2/ShatterWave2.shader

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2023-07-16 02:51:23 +00:00
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
// Warning that only shows up when ThryEditor hasn't loaded
[Header(POIYOMI SHADER UI FAILED TO LOAD)]
[Header(. This is caused by scripts failing to compile. It can be fixed.)]
[Header(. The inspector will look broken and will not work properly until fixed.)]
[Header(. Please check your console for script errors.)]
[Header(. You can filter by errors in the console window.)]
[Header(. Often the topmost error points to the erroring script.)]
[Space(30)][Header(Common Error Causes)]
[Header(. Installing multiple Poiyomi Shader packages)]
[Header(. Make sure to delete the Poiyomi shader folder before you update Poiyomi.)]
[Header(. If a package came with Poiyomi this is bad practice and can cause issues.)]
[Header(. Delete the package and import it without any Poiyomi components.)]
[Header(. Bad VRCSDK installation (e.g. Both VCC and Standalone))]
[Header(. Delete the VRCSDK Folder in Assets if you are using the VCC.)]
[Header(. Avoid using third party SDKs. They can cause incompatibility.)]
[Header(. Script Errors in other scripts)]
[Header(. Outdated tools or prefabs can cause this.)]
[Header(. Update things that are throwing errors or move them outside the project.)]
[Space(30)][Header(Visit Our Discord to Ask For Help)]
[Space(5)]_ShaderUIWarning0 (" → discord.gg/poiyomi ← We can help you get it fixed! --{condition_showS:(0==1)}", Int) = -0
[Space(1400)][Header(POIYOMI SHADER UI FAILED TO LOAD)]
_ShaderUIWarning1 ("Please scroll up for more information! --{condition_showS:(0==1)}", Int) = -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
}
}
}