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117 lines
2.3 KiB
117 lines
2.3 KiB
3 years ago
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Shader "CGwell FX/Dissolve" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
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_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
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_Amount ("Amount", Range (0, 1)) = 0.5
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_StartAmount("StartAmount", float) = 0.1
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_Illuminate ("Illuminate", Range (0, 1)) = 0.5
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_Tile("Tile", float) = 1
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_DissColor ("DissColor", Color) = (1,1,1,1)
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_ColorAnimate ("ColorAnimate", vector) = (1,1,1,1)
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_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_DissolveSrc ("DissolveSrc", 2D) = "white" {}
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_DissolveSrcBump ("DissolveSrcBump", 2D) = "white" {}
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 400
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cull off
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf BlinnPhong addshadow
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _DissolveSrc;
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sampler2D _DissolveSrcBump;
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fixed4 _Color;
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half4 _DissColor;
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half _Shininess;
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half _Amount;
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static half3 Color = float3(1,1,1);
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half4 _ColorAnimate;
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half _Illuminate;
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half _Tile;
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half _StartAmount;
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struct Input {
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float2 uv_MainTex;
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float2 uv_BumpMap;
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float2 uvDissolveSrc;
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};
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void vert (inout appdata_full v, out Input o) {}
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = tex.rgb * _Color.rgb;
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float ClipTex = tex2D (_DissolveSrc, IN.uv_MainTex/_Tile).r ;
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float ClipAmount = ClipTex - _Amount;
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float Clip = 0;
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float4 DematBump = tex2D (_DissolveSrcBump,IN.uv_MainTex/_Tile);
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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if (_Amount > 0)
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{
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if (ClipAmount <0)
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{
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Clip = 1; //clip(-0.1);
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}
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else
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{
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if (ClipAmount < _StartAmount)
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{
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if (_ColorAnimate.x == 0)
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Color.x = _DissColor.x;
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else
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Color.x = ClipAmount/_StartAmount;
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if (_ColorAnimate.y == 0)
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Color.y = _DissColor.y;
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else
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Color.y = ClipAmount/_StartAmount;
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if (_ColorAnimate.z == 0)
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Color.z = _DissColor.z;
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else
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Color.z = ClipAmount/_StartAmount;
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o.Albedo = (o.Albedo *((Color.x+Color.y+Color.z))* Color*((Color.x+Color.y+Color.z)))/(1 - _Illuminate);
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o.Normal = UnpackNormal(tex2D(_DissolveSrcBump, IN.uvDissolveSrc));
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}
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}
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}
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if (Clip == 1)
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{
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clip(-0.1);
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}
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//////////////////////////////////
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//
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o.Gloss = tex.a;
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o.Alpha = tex.a * _Color.a;
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o.Specular = _Shininess;
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}
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ENDCG
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}
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FallBack "Specular"
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}
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