Files
UltimateFishing2020/Assets/Shader/BOXOPHOBIC_The Vegetation Engine_Elements_Default_Motion Interaction.shader
2026-03-04 10:03:45 +08:00

94 lines
4.8 KiB
GLSL

Shader "BOXOPHOBIC/The Vegetation Engine/Elements/Default/Motion Interaction" {
Properties {
[StyledBanner(Motion Interaction Element)] _Banner ("Banner", Float) = 0
[StyledMessage(Info, Use the Motion Interaction elements to add touch bending to the vegetation objects. Element Texture RG is used a World XZ bending and Texture A is used as interaction mask. Particle Color A is used as Element Intensity multiplier. The Noise direction is controled by the Element Texture RG direction and it is updated with particles or in play mode only., 0,0)] _Message ("Message", Float) = 0
[StyledCategory(Render Settings)] _RenderCat ("[ Render Cat ]", Float) = 0
_ElementIntensity ("Render Intensity", Range(0, 1)) = 1
[StyledMessage(Warning, When using all layers the Global Volume will create one render texture for each layer to render the elements. Try using fewer layers when possible., _ElementLayerWarning, 1, 10, 10)] _ElementLayerWarning ("Render Layer Warning", Float) = 0
[StyledMessage(Info, When using a higher Layer number the Global Volume will create more render textures to render the elements. Try using fewer layers when possible., _ElementLayerMessage, 1, 10, 10)] _ElementLayerMessage ("Render Layer Message", Float) = 0
[StyledMask(TVELayers, Default 0 Layer_1 1 Layer_2 2 Layer_3 3 Layer_4 4 Layer_5 5 Layer_6 6 Layer_7 7 Layer_8 8, 0, 0)] _ElementLayerMask ("Render Layer", Float) = 1
[Enum(Affect Material Bending,12,Affect Material Interaction,13,Affect Bending and Wind Power,14,Affect Interaction and Wind Power,15)] _ElementInteractionMode ("Render Effect", Float) = 15
[StyledCategory(Element Settings)] _ElementCat ("[ Element Cat ]", Float) = 0
[StyledTextureSingleLine] [NoScaleOffset] _MainTex ("Element Texture", 2D) = "white" {}
[Space(10)] [StyledRemapSlider(_MainTexMinValue, _MainTexMaxValue, 0, 1)] _MainTexRemap ("Element Remap", Vector) = (0,0,0,0)
[HideInInspector] _MainTexMinValue ("Element Min", Range(0, 1)) = 0
[HideInInspector] _MainTexMaxValue ("Element Max", Range(0, 1)) = 1
[StyledVector(9)] _MainUVs ("Element UVs", Vector) = (1,1,0,0)
[StyledTextureSingleLine] _NoiseTex ("Noise Texture", 2D) = "gray" {}
[StyledRemapSlider(_NoiseMinValue, _NoiseMaxValue, 0, 1, 10, 0)] _NoiseRemap ("Noise Remap", Vector) = (0,0,0,0)
[HideInInspector] _NoiseMinValue ("Noise Min", Range(0, 1)) = 0
[HideInInspector] _NoiseMaxValue ("Noise Max", Range(0, 1)) = 1
_NoiseIntensityValue ("Noise Intensity", Range(0, 1)) = 0
_NoiseScaleValue ("Noise Scale", Range(0, 20)) = 1
_NoiseSpeedValue ("Noise Speed", Range(0, 2)) = 1
[Space(10)] _MotionPower ("Motion Wind Power", Range(0, 1)) = 0
[Space(10)] [StyledToggle] _ElementDirectionMode ("Use Particle Movement Direction", Float) = 0
[StyledToggle] _ElementInvertMode ("Use Inverted Element Direction", Float) = 0
[StyledCategory(Fading Settings)] _FadeCat ("[ Fade Cat ]", Float) = 0
[StyledToggle] [HDR] _ElementRaycastMode ("Enable Raycast Fading", Float) = 0
[StyledToggle] _ElementVolumeFadeMode ("Enable Volume Edge Fading", Float) = 0
[HideInInspector] _RaycastFadeValue ("Raycast Fade Mask", Float) = 1
[Space(10)] [StyledLayers()] _RaycastLayerMask ("Raycast Layer", Float) = 1
_RaycastDistanceEndValue ("Raycast Distance", Float) = 2
[ASEEnd] [StyledCategory(Advanced Settings)] _AdvancedCat ("[ Advanced Cat ]", Float) = 0
[HideInInspector] _ElementLayerValue ("Legacy Layer Value", Float) = -1
[HideInInspector] _InvertX ("Legacy Invert Mode", Float) = 0
[HideInInspector] _ElementFadeSupport ("Legacy Edge Fading", Float) = 0
[HideInInspector] _IsVersion ("_IsVersion", Float) = 710
[HideInInspector] _IsElementShader ("_IsElementShader", Float) = 1
[HideInInspector] _IsMotionElement ("_IsMotionElement", Float) = 1
[HideInInspector] _render_colormask ("_render_colormask", Float) = 15
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
ENDHLSL
}
}
//CustomEditor "TVEShaderElementGUI"
}