Shader ".poiyomi/Patreon/ShatterWave2" { Properties { [HideInInspector] shader_is_using_thry_editor("", Float)=0 [HideInInspector] shader_master_label("❤ Poiyomi Shatter Wave V2.0 ❤", 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 Outdated tools or prefabs can cause this.)]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 } } }