Commit bf690d3f authored by 13정준영's avatar 13정준영

Post FX, Stage Graphic

parent 249c77ef
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// Shader created with Shader Forge v1.40
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "Shader Forge/Sheild" {
Properties {
_Color ("Color", Color) = (0,1,1,1)
_Intensity ("Intensity", Range(0, 1)) = 1
_IntersectionColor ("Intersection Color", Color) = (0,1,1,1)
_IntersectionIntensity ("Intersection Intensity", Range(0, 1)) = 1
_ShieldTxture ("Shield Txture", 2D) = "white" {}
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma target 3.0
uniform sampler2D _CameraDepthTexture;
uniform sampler2D _ShieldTxture; uniform float4 _ShieldTxture_ST;
UNITY_INSTANCING_BUFFER_START( Props )
UNITY_DEFINE_INSTANCED_PROP( float4, _Color)
UNITY_DEFINE_INSTANCED_PROP( float, _Intensity)
UNITY_DEFINE_INSTANCED_PROP( float4, _IntersectionColor)
UNITY_DEFINE_INSTANCED_PROP( float, _IntersectionIntensity)
UNITY_INSTANCING_BUFFER_END( Props )
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float4 projPos : TEXCOORD3;
UNITY_FOG_COORDS(4)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_TRANSFER_INSTANCE_ID( v, o );
o.uv0 = v.texcoord0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
o.projPos = ComputeScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z);
return o;
}
float4 frag(VertexOutput i) : COLOR {
UNITY_SETUP_INSTANCE_ID( i );
i.normalDir = normalize(i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
float partZ = max(0,i.projPos.z - _ProjectionParams.g);
////// Lighting:
////// Emissive:
float4 _Color_var = UNITY_ACCESS_INSTANCED_PROP( Props, _Color );
float _Intensity_var = UNITY_ACCESS_INSTANCED_PROP( Props, _Intensity );
float4 _IntersectionColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _IntersectionColor );
float _IntersectionIntensity_var = UNITY_ACCESS_INSTANCED_PROP( Props, _IntersectionIntensity );
float3 node_2871 = (lerp((_Color_var.rgb*_Intensity_var),(_IntersectionColor_var.rgb*_IntersectionIntensity_var),saturate((sceneZ-partZ)))*pow(1.0-max(0,dot(i.normalDir, viewDirection)),0.2));
float4 node_7398 = _Time;
float2 node_5641 = float2(i.uv0.r,(i.uv0.g+frac(node_7398.r)));
float4 _ShieldTxture_var = tex2D(_ShieldTxture,TRANSFORM_TEX(node_5641, _ShieldTxture));
float node_8799 = 4.0;
float node_5730 = (node_7398.g*node_8799);
float node_2051 = sin(node_5730);
float3 emissive = saturate(min(node_2871,(node_2871*(_ShieldTxture_var.rgb.r*(node_2051*0.3+0.5)))));
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,0.1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
}
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