chore: initial commit
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91
Assets/Feel/MMTools/Accessories/MMShaders/MMRipple.shader
Normal file
91
Assets/Feel/MMTools/Accessories/MMShaders/MMRipple.shader
Normal file
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Shader "MoreMountains/MMRipple"
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{
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Properties
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{
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_RippleAlpha("Ripple Alpha", Float) = 1
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_RippleIntensity("Ripple Intensity", Float) = 1
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_Hue("Hue", Color) = (1, 1, 1, 1)
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_NormalMap("Normal Map", 2D) = "white" {}
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_Density("Soft Particles Factor", Range(0, 3)) = 1
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent+1" "RenderType" = "Transparent"
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}
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Zwrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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GrabPass
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{
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"_BackgroundTexture"
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}
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Pass
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma multi_compile_particles
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#pragma fragment frag
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#pragma vertex vert
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float _RippleAlpha;
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float _RippleIntensity;
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fixed4 _Hue;
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sampler2D _BackgroundTexture;
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sampler2D _NormalMap;
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sampler2D_float _CameraDepthTexture;
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float _Density;
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struct v2f
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{
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float4 grabScreenPosition : TEXCOORD0;
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float4 position : SV_POSITION;
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fixed4 color : COLOR;
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float2 normalMap : TEXCOORD1;
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#ifdef SOFTPARTICLES_ON
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float4 computedScreenPosition : TEXCOORD2;
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#endif
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};
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v2f vert(appdata_full v)
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{
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v2f o;
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o.position = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.computedScreenPosition = ComputeScreenPos(o.position);
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COMPUTE_EYEDEPTH(o.computedScreenPosition.z);
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#endif
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o.grabScreenPosition = ComputeGrabScreenPos(o.position);
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o.color = v.color;
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o.normalMap = v.texcoord;
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.computedScreenPosition)));
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float partZ = i.computedScreenPosition.z;
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float fade = saturate(_Density * (sceneZ - partZ));
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i.color.a *= fade;
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#endif
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half3 ripple = UnpackNormal(tex2D(_NormalMap, i.normalMap.xy));
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i.grabScreenPosition.xy += ripple.xy / ripple.z * _RippleIntensity * i.color.a;
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half4 backgroundColor = tex2Dproj(_BackgroundTexture, i.grabScreenPosition);
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_Hue.a = _RippleAlpha;
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return backgroundColor * _Hue;
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}
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ENDCG
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}
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}
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FallBack "Particle/AlphaBlended"
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}
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