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129
Assets/Ultimate 10 Plus Shaders/Shaders/Force Field.shader
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129
Assets/Ultimate 10 Plus Shaders/Shaders/Force Field.shader
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/*
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███████╗░█████╗░██████╗░░█████╗░███████╗ ███████╗██╗███████╗██╗░░░░░██████╗░
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██╔════╝██╔══██╗██╔══██╗██╔══██╗██╔════╝ ██╔════╝██║██╔════╝██║░░░░░██╔══██╗
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█████╗░░██║░░██║██████╔╝██║░░╚═╝█████╗░░ █████╗░░██║█████╗░░██║░░░░░██║░░██║
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██╔══╝░░██║░░██║██╔══██╗██║░░██╗██╔══╝░░ ██╔══╝░░██║██╔══╝░░██║░░░░░██║░░██║
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██║░░░░░╚█████╔╝██║░░██║╚█████╔╝███████╗ ██║░░░░░██║███████╗███████╗██████╔╝
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╚═╝░░░░░░╚════╝░╚═╝░░╚═╝░╚════╝░╚══════╝ ╚═╝░░░░░╚═╝╚══════╝╚══════╝╚═════╝░
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░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
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██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
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╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
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░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
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██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
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╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
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█▀▀▄ █──█ ▀▀█▀▀ █──█ █▀▀ ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
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█▀▀▄ █▄▄█ ─░█── █▀▀█ █▀▀ ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
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▀▀▀─ ▄▄▄█ ─░█── ▀──▀ ▀▀▀ ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
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____________________________________________________________________________________________________________________________________________
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▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀ █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀ ▄█ █▀█ ▄█▄ █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
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█▀█ ▄█ ▄█ ██▄ ░█░ ▄ █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄ ░█ █▄█ ░▀░ ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
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____________________________________________________________________________________________________________________________________________
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License:
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The license is ATTRIBUTION 3.0
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More license info here:
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https://creativecommons.org/licenses/by/3.0/
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____________________________________________________________________________________________________________________________________________
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This shader has NOT been tested on any other PC configuration except the following:
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CPU: Intel Core i5-6400
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GPU: NVidia GTX 750Ti
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RAM: 16GB
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Windows: 10 x64
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DirectX: 11
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____________________________________________________________________________________________________________________________________________
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*/
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Shader "Ultimate 10+ Shaders/Force Field"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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[HDR] _Color ("Color", Color) = (1,1,1,1)
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_FresnelPower("Fresnel Power", Range(0, 10)) = 3
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_ScrollDirection ("Scroll Direction", float) = (0, 0, 0, 0)
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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LOD 100
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Cull Back
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Lighting Off
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ZWrite On
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#ifndef SHADER_API_D3D11
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#pragma target 3.0
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#else
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#pragma target 4.0
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#endif
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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fixed3 normal : NORMAL;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float rim : TEXCOORD1;
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float4 position : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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half _FresnelPower;
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half2 _ScrollDirection;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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fixed3 viewDir;
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v2f vert (appdata vert)
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{
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v2f output;
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output.position = UnityObjectToClipPos(vert.vertex);
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output.uv = TRANSFORM_TEX(vert.uv, _MainTex);
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viewDir = normalize(ObjSpaceViewDir(vert.vertex));
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output.rim = 1.0 - saturate(dot(viewDir, vert.normal));
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output.uv += _ScrollDirection * _Time.y;
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return output;
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}
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fixed4 pixel;
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fixed4 frag (v2f input) : SV_Target
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{
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pixel = tex2D(_MainTex, input.uv) * _Color * pow(_FresnelPower, input.rim);
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pixel = lerp(0, pixel, input.rim);
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return clamp(pixel, 0, _Color);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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