This commit is contained in:
Gerard Gascón 2025-04-24 17:37:25 +02:00
commit 341a877b4a
2338 changed files with 1346408 additions and 0 deletions

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// make fog work
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col.a *= i.color.a;*/
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struct appdata
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float2 uv : TEXCOORD0;
float4 color : COLOR;
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UNITY_FOG_COORDS(1)
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float3 hueShift(float3 color, float hueAdjust) {
const float3 kRGBToYPrime = float3(0.299, 0.587, 0.114);
const float3 kRGBToI = float3(0.596, -0.275, -0.321);
const float3 kRGBToQ = float3(0.212, -0.523, 0.311);
const float3 kYIQToR = float3(1.0, 0.956, 0.621);
const float3 kYIQToG = float3(1.0, -0.272, -0.647);
const float3 kYIQToB = float3(1.0, -1.107, 1.704);
float YPrime = dot(color, kRGBToYPrime);
float I = dot(color, kRGBToI);
float Q = dot(color, kRGBToQ);
float hue = atan2(Q, I);
float chroma = sqrt(I * I + Q * Q);
hue += hueAdjust;
Q = chroma * sin(hue);
I = chroma * cos(hue);
float3 yIQ = float3(YPrime, I, Q);
return float3(dot(yIQ, kYIQToR), dot(yIQ, kYIQToG), dot(yIQ, kYIQToB));
}
float2 uvRot(float2 uv, float angle) {
return mul(float2x2(cos(angle), -sin(angle), sin(angle), cos(angle)), uv);
}
float lerp3(float a, float b, float c, float t)
{
if (t < 0.5f)
{
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Shader "Unlit/ExplosionErosion_Shader"
{
Properties
{
_Tex("Texture", 2D)="white"{}
_Alpha("Alpha texture", 2D)="white"{}
_Smoke1("Smoke color 1", Color)=(1, 0, 0, 1)
_Smoke2("Smoke color 2", Color)=(0, 1, 0, 1)
[HDR]
_Fire("Fire color", Color)=(1, 1, 0, 1)
_AlphaProgress("Alpha progress", Range(0, 1)) = 0
_FireProgress("Fire progress", Range(0, 2)) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Zwrite Off
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Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
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#include "Assets/Materials/myInclude.cginc"
struct appdata
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float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR;
float4 custom : TEXCOORD1;
};
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{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 color : COLOR;
float age : TEXCOORD1;
float erode : TEXCOORD2;
float fire : TEXCOORD3;
};
sampler2D _Tex;
float4 _Tex_ST;
sampler2D _Alpha;
float4 _Alpha_ST;
float _FireProgress;
float _AlphaProgress;
float4 _Smoke1;
float4 _Smoke2;
float4 _Fire;
float fireWidth = .25f;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv.xy;
o.color = v.color;
o.age = v.uv.z;
o.erode = v.custom.x;
o.fire = v.custom.y;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
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{
_FireProgress = i.fire*2;
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baseColor += fireColor;
_AlphaProgress = i.erode;
float4 alpha = tex2D(_Alpha, i.uv);
alpha *= valueStep(tex.b, 2, _AlphaProgress);
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ENDCG
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Shader "Unlit/channelModulation_Shader"
{
Properties
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[HDR]
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[HDR]
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Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
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{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 vertexColor : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float4 _Color2;
float _AlphaOffset;
v2f vert (appdata v)
{
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o.vertexColor = v.vertexColor;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
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{
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fixed3 col = lerp(_Color2.rgb, _Color.rgb ,tex.g) + fixed3(1, 1, 1)*tex.r;
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ENDCG
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Shader "Unlit/channelModulation_Shader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
[HDR]
_Color("Color1", Color)=(1, 0, 0, 0)
[HDR]
_Color2("Color2", Color)=(1, 0, 0, 0)
_AlphaOffset("AlphaOffset", Vector)=(1, 0, 0, 0)
_Tiling("Tiling", Float)=1
_AlphaRotSpeed("AlphaRotSpeed", Float)=0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
Cull Off
Blend SrcAlpha One
ZWrite Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
float age : TEXCOORD1;
float custom1 : TEXCOORD2;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 vertexColor : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float4 _Color2;
float _Tiling;
float2 _AlphaOffset;
float _AlphaRotSpeed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertexColor = v.vertexColor;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.age = v.uv.z;
o.custom1 = v.uv.w;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 tex = tex2D(_MainTex, (i.uv-0.5f)*float2(_Tiling, _Tiling)+0.5f);
float2 alphaUV = 0.5f+(i.uv - 0.5f)*((1-i.custom1.xx)*15);
float rotAngle = _AlphaRotSpeed * _Time.y;
float2x2 mat1=float2x2(cos(rotAngle), -sin(rotAngle), sin(rotAngle), cos(rotAngle));
float2x2 mat2=float2x2(cos(-rotAngle), -sin(-rotAngle), sin(-rotAngle), cos(-rotAngle));
float2 alphaRotatedUV1 = 0.5 + mul(mat1, alphaUV - 0.5);
float2 alphaRotatedUV2 = 0.5 + mul(mat2, alphaUV - 0.5);
fixed4 texAlpha1 = tex2D(_MainTex, alphaRotatedUV1);
fixed4 texAlpha2 = tex2D(_MainTex, alphaRotatedUV2);
fixed3 col = lerp(_Color2.rgb, _Color.rgb ,tex.g) + fixed3(1, 1, 1)*tex.r;
float alpha = (tex.r + tex.g)*i.vertexColor.a*(1 - (texAlpha1.b*texAlpha2.b));
return fixed4(col.rgb*i.vertexColor.rgb, ceil(alpha)*i.vertexColor.a);
}
ENDCG
}
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