Files
ichni_Official/Assets/Shaders/UI/CardRipple.shader
SoulliesOfficial 6aa498f6be
2025-08-11 14:04:06 -04:00

695 lines
28 KiB
Plaintext

// Made with Amplify Shader Editor v1.9.5.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "CardRipple"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
_RippleTexture("RippleTexture", 2D) = "white" {}
_Speed("Speed", Range( 0 , 10)) = 0.5
_Frequency("Frequency", Range( 0 , 10)) = 5
_WaveWidth("WaveWidth", Range( 0 , 100)) = 5
_Brightness("Brightness", Range( 0 , 10)) = 1
_NoiseScale("NoiseScale", Range( 0 , 10)) = 1
_Noise("Noise", 2D) = "white" {}
_NoiseStrength("NoiseStrength", Range( 0 , 1)) = 0.25
_RippleTime("RippleTime", Range( 0 , 1)) = 0
_DisplayThreshold("DisplayThreshold", Range( 0 , 1)) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
Cull Off
HLSLINCLUDE
#pragma target 2.0
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
ENDHLSL
Pass
{
Name "Sprite Unlit"
Tags { "LightMode"="Universal2D" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define SHADERPASS SHADERPASS_SPRITEUNLIT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
sampler2D _RippleTexture;
sampler2D _Noise;
CBUFFER_START( UnityPerMaterial )
float4 _RippleTexture_ST;
float _NoiseScale;
float _NoiseStrength;
float _Frequency;
float _Speed;
float _RippleTime;
float _WaveWidth;
float _Brightness;
float _DisplayThreshold;
CBUFFER_END
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float3 positionWS : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
float _EnableAlphaTexture;
#endif
float4 _RendererColor;
VertexOutput vert( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_TRANSFER_INSTANCE_ID( v, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = v.normal;
v.tangent.xyz = v.tangent.xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
o.texCoord0 = v.uv0;
o.color = v.color;
o.positionCS = vertexInput.positionCS;
o.positionWS = vertexInput.positionWS;
return o;
}
half4 frag( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
float2 uv_RippleTexture = IN.texCoord0.xy * _RippleTexture_ST.xy + _RippleTexture_ST.zw;
float2 temp_cast_0 = (_NoiseScale).xx;
float2 texCoord27 = IN.texCoord0.xy * temp_cast_0 + float2( 0,0 );
float2 texCoord8 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_cast_1 = (( _NoiseStrength / 4.0 )).xx;
float saferPower21 = abs( (0.0 + (cos( ( ( ( distance( ( ( tex2D( _Noise, texCoord27 ).r * _NoiseStrength ) + ( texCoord8 - temp_cast_1 ) ) , float2( 0.5,0.5 ) ) * _Frequency ) - ( _Speed * _RippleTime ) ) * PI ) ) - -1.0) * (1.0 - 0.0) / (1.0 - -1.0)) );
float temp_output_51_0 = ( _RippleTime - _DisplayThreshold );
float ifLocalVar52 = 0;
if( temp_output_51_0 >= 0.0 )
ifLocalVar52 = temp_output_51_0;
else
ifLocalVar52 = 0.0;
float4 Color = ( ( tex2D( _RippleTexture, uv_RippleTexture ) * pow( saferPower21 , _WaveWidth ) ) * ( _Brightness * ifLocalVar52 ) );
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
#endif
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
InputData2D inputData;
InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
Color *= IN.color * _RendererColor;
return Color;
}
ENDHLSL
}
Pass
{
Name "Sprite Unlit Forward"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define SHADERPASS SHADERPASS_SPRITEFORWARD
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
sampler2D _RippleTexture;
sampler2D _Noise;
CBUFFER_START( UnityPerMaterial )
float4 _RippleTexture_ST;
float _NoiseScale;
float _NoiseStrength;
float _Frequency;
float _Speed;
float _RippleTime;
float _WaveWidth;
float _Brightness;
float _DisplayThreshold;
CBUFFER_END
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float3 positionWS : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
float _EnableAlphaTexture;
#endif
float4 _RendererColor;
VertexOutput vert( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_TRANSFER_INSTANCE_ID( v, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = v.normal;
v.tangent.xyz = v.tangent.xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
o.texCoord0 = v.uv0;
o.color = v.color;
o.positionCS = vertexInput.positionCS;
o.positionWS = vertexInput.positionWS;
return o;
}
half4 frag( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
float2 uv_RippleTexture = IN.texCoord0.xy * _RippleTexture_ST.xy + _RippleTexture_ST.zw;
float2 temp_cast_0 = (_NoiseScale).xx;
float2 texCoord27 = IN.texCoord0.xy * temp_cast_0 + float2( 0,0 );
float2 texCoord8 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_cast_1 = (( _NoiseStrength / 4.0 )).xx;
float saferPower21 = abs( (0.0 + (cos( ( ( ( distance( ( ( tex2D( _Noise, texCoord27 ).r * _NoiseStrength ) + ( texCoord8 - temp_cast_1 ) ) , float2( 0.5,0.5 ) ) * _Frequency ) - ( _Speed * _RippleTime ) ) * PI ) ) - -1.0) * (1.0 - 0.0) / (1.0 - -1.0)) );
float temp_output_51_0 = ( _RippleTime - _DisplayThreshold );
float ifLocalVar52 = 0;
if( temp_output_51_0 >= 0.0 )
ifLocalVar52 = temp_output_51_0;
else
ifLocalVar52 = 0.0;
float4 Color = ( ( tex2D( _RippleTexture, uv_RippleTexture ) * pow( saferPower21 , _WaveWidth ) ) * ( _Brightness * ifLocalVar52 ) );
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
#endif
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
InputData2D inputData;
InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
Color *= IN.color * _RendererColor;
return Color;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
sampler2D _RippleTexture;
sampler2D _Noise;
CBUFFER_START( UnityPerMaterial )
float4 _RippleTexture_ST;
float _NoiseScale;
float _NoiseStrength;
float _Frequency;
float _Speed;
float _RippleTime;
float _WaveWidth;
float _Brightness;
float _DisplayThreshold;
CBUFFER_END
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
int _ObjectId;
int _PassValue;
VertexOutput vert(VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
o.ase_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN ) : SV_TARGET
{
float2 uv_RippleTexture = IN.ase_texcoord.xy * _RippleTexture_ST.xy + _RippleTexture_ST.zw;
float2 temp_cast_0 = (_NoiseScale).xx;
float2 texCoord27 = IN.ase_texcoord.xy * temp_cast_0 + float2( 0,0 );
float2 texCoord8 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_cast_1 = (( _NoiseStrength / 4.0 )).xx;
float saferPower21 = abs( (0.0 + (cos( ( ( ( distance( ( ( tex2D( _Noise, texCoord27 ).r * _NoiseStrength ) + ( texCoord8 - temp_cast_1 ) ) , float2( 0.5,0.5 ) ) * _Frequency ) - ( _Speed * _RippleTime ) ) * PI ) ) - -1.0) * (1.0 - 0.0) / (1.0 - -1.0)) );
float temp_output_51_0 = ( _RippleTime - _DisplayThreshold );
float ifLocalVar52 = 0;
if( temp_output_51_0 >= 0.0 )
ifLocalVar52 = temp_output_51_0;
else
ifLocalVar52 = 0.0;
float4 Color = ( ( tex2D( _RippleTexture, uv_RippleTexture ) * pow( saferPower21 , _WaveWidth ) ) * ( _Brightness * ifLocalVar52 ) );
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
return outColor;
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
Cull Off
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
sampler2D _RippleTexture;
sampler2D _Noise;
CBUFFER_START( UnityPerMaterial )
float4 _RippleTexture_ST;
float _NoiseScale;
float _NoiseStrength;
float _Frequency;
float _Speed;
float _RippleTime;
float _WaveWidth;
float _Brightness;
float _DisplayThreshold;
CBUFFER_END
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float4 _SelectionID;
VertexOutput vert(VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
o.ase_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN ) : SV_TARGET
{
float2 uv_RippleTexture = IN.ase_texcoord.xy * _RippleTexture_ST.xy + _RippleTexture_ST.zw;
float2 temp_cast_0 = (_NoiseScale).xx;
float2 texCoord27 = IN.ase_texcoord.xy * temp_cast_0 + float2( 0,0 );
float2 texCoord8 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_cast_1 = (( _NoiseStrength / 4.0 )).xx;
float saferPower21 = abs( (0.0 + (cos( ( ( ( distance( ( ( tex2D( _Noise, texCoord27 ).r * _NoiseStrength ) + ( texCoord8 - temp_cast_1 ) ) , float2( 0.5,0.5 ) ) * _Frequency ) - ( _Speed * _RippleTime ) ) * PI ) ) - -1.0) * (1.0 - 0.0) / (1.0 - -1.0)) );
float temp_output_51_0 = ( _RippleTime - _DisplayThreshold );
float ifLocalVar52 = 0;
if( temp_output_51_0 >= 0.0 )
ifLocalVar52 = temp_output_51_0;
else
ifLocalVar52 = 0.0;
float4 Color = ( ( tex2D( _RippleTexture, uv_RippleTexture ) * pow( saferPower21 , _WaveWidth ) ) * ( _Brightness * ifLocalVar52 ) );
half4 outColor = _SelectionID;
return outColor;
}
ENDHLSL
}
}
CustomEditor "ASEMaterialInspector"
Fallback "Hidden/InternalErrorShader"
}
/*ASEBEGIN
Version=19501
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Node;AmplifyShaderEditor.RangedFloatNode;30;-1344,-624;Inherit;False;Property;_NoiseStrength;NoiseStrength;7;0;Create;True;0;0;0;False;0;False;0.25;0.25;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.TextureCoordinatesNode;27;-1472,-992;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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