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: MonoBehaviour + { + [System.Serializable] + public class CameraShake + { + public enum ShakeSpace + { + Screen, + World + } + + static public bool editorPreview = true; + + //-------------------------------------------------------------------------------------------------------------------------------- + + public bool enabled = false; + [Space] + public bool useMainCamera = true; + public List cameras = new List(); + [Space] + public float delay = 0.0f; + public float duration = 1.0f; + public ShakeSpace shakeSpace = ShakeSpace.Screen; + public Vector3 shakeStrength = new Vector3(0.1f, 0.1f, 0.1f); + public AnimationCurve shakeCurve = AnimationCurve.Linear(0, 1, 1, 0); + [Space] + [Range(0, 0.1f)] public float shakesDelay = 0; + + [System.NonSerialized] public bool isShaking; + Dictionary camerasPreRenderPosition = new Dictionary(); + Vector3 shakeVector; + float delaysTimer; + + //-------------------------------------------------------------------------------------------------------------------------------- + // STATIC + // Use static methods to dispatch the Camera callbacks, to ensure that ScreenShake components are called in an order in PreRender, + // and in the _reverse_ order for PostRender, so that the final Camera position is the same as it is originally (allowing concurrent + // screen shake to be active) + + static bool s_CallbackRegistered; + static List s_CameraShakes = new List(); + + static void OnPreRenderCamera_Static(Camera cam) + { + int count = s_CameraShakes.Count; + for (int i = 0; i < count; i++) + { + var ss = s_CameraShakes[i]; + ss.onPreRenderCamera(cam); + } + } + + static void OnPostRenderCamera_Static(Camera cam) + { + int count = s_CameraShakes.Count; + for (int i = count-1; i >= 0; i--) + { + var ss = s_CameraShakes[i]; + ss.onPostRenderCamera(cam); + } + } + + static void RegisterStaticCallback(CameraShake cameraShake) + { + s_CameraShakes.Add(cameraShake); + + if (!s_CallbackRegistered) + { + Camera.onPreRender += OnPreRenderCamera_Static; + Camera.onPostRender += OnPostRenderCamera_Static; + + s_CallbackRegistered = true; + } + } + + static void UnregisterStaticCallback(CameraShake cameraShake) + { + s_CameraShakes.Remove(cameraShake); + + if (s_CallbackRegistered && s_CameraShakes.Count == 0) + { + Camera.onPreRender -= OnPreRenderCamera_Static; + Camera.onPostRender -= OnPostRenderCamera_Static; + + s_CallbackRegistered = false; + } + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + void onPreRenderCamera(Camera cam) + { +#if UNITY_EDITOR + //add scene view camera if necessary + if (SceneView.currentDrawingSceneView != null && SceneView.currentDrawingSceneView.camera == cam && !camerasPreRenderPosition.ContainsKey(cam)) + { + camerasPreRenderPosition.Add(cam, cam.transform.localPosition); + } +#endif + + if (isShaking && camerasPreRenderPosition.ContainsKey(cam)) + { + camerasPreRenderPosition[cam] = cam.transform.localPosition; + + switch (shakeSpace) + { + case ShakeSpace.Screen: cam.transform.localPosition += cam.transform.rotation * shakeVector; break; + case ShakeSpace.World: cam.transform.localPosition += shakeVector; break; + } + } + } + + void onPostRenderCamera(Camera cam) + { + if (camerasPreRenderPosition.ContainsKey(cam)) + { + cam.transform.localPosition = camerasPreRenderPosition[cam]; + } + } + + public void fetchCameras() + { +#if UNITY_EDITOR + if (!EditorApplication.isPlayingOrWillChangePlaymode) + { + return; + } +#endif + + foreach (var cam in cameras) + { + if (cam == null) continue; + + camerasPreRenderPosition.Remove(cam); + } + + cameras.Clear(); + + if (useMainCamera && Camera.main != null) + { + cameras.Add(Camera.main); + } + + foreach (var cam in cameras) + { + if (cam == null) continue; + + if (!camerasPreRenderPosition.ContainsKey(cam)) + { + camerasPreRenderPosition.Add(cam, Vector3.zero); + } + } + } + + public void StartShake() + { + if (isShaking) + { + StopShake(); + } + + isShaking = true; + RegisterStaticCallback(this); + } + + public void StopShake() + { + isShaking = false; + shakeVector = Vector3.zero; + UnregisterStaticCallback(this); + } + + public void animate(float time) + { +#if UNITY_EDITOR + if (!editorPreview && !EditorApplication.isPlaying) + { + shakeVector = Vector3.zero; + return; + } +#endif + + float totalDuration = duration + delay; + if (time < totalDuration) + { + if (time < delay) + { + return; + } + + if (!isShaking) + { + this.StartShake(); + } + + // duration of the camera shake + float delta = Mathf.Clamp01(time/totalDuration); + + // delay between each camera move + if (shakesDelay > 0) + { + delaysTimer += Time.deltaTime; + if (delaysTimer < shakesDelay) + { + return; + } + else + { + while (delaysTimer >= shakesDelay) + { + delaysTimer -= shakesDelay; + } + } + } + + var randomVec = new Vector3(Random.value, Random.value, Random.value); + var shakeVec = Vector3.Scale(randomVec, shakeStrength) * (Random.value > 0.5f ? -1 : 1); + shakeVector = shakeVec * shakeCurve.Evaluate(delta) * GLOBAL_CAMERA_SHAKE_MULTIPLIER; + } + else if (isShaking) + { + StopShake(); + } + } + } + } +} diff --git a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs.meta b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs.meta new file mode 100644 index 0000000..8baa7fa --- /dev/null +++ b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0aa59dbaab06c074da0b60ed02f7de02 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs new file mode 100644 index 0000000..763651c --- /dev/null +++ b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs @@ -0,0 +1,844 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +// Use the defines below to globally disable features: +//#define DISABLE_CAMERA_SHAKE +//#define DISABLE_LIGHTS +//#define DISABLE_CLEAR_BEHAVIOR + +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace CartoonFX +{ + [RequireComponent(typeof(ParticleSystem))] + public partial class CFXR_Effect : MonoBehaviour + { + // Change this value to easily tune the camera shake strength for all effects + const float GLOBAL_CAMERA_SHAKE_MULTIPLIER = 1.0f; + +#if UNITY_EDITOR + [InitializeOnLoadMethod] + static void InitGlobalOptions() + { + AnimatedLight.editorPreview = EditorPrefs.GetBool("CFXR Light EditorPreview", true); + #if !DISABLE_CAMERA_SHAKE + CameraShake.editorPreview = EditorPrefs.GetBool("CFXR CameraShake EditorPreview", true); + #endif + } +#endif + + public enum ClearBehavior + { + None, + Disable, + Destroy + } + + [System.Serializable] + public class AnimatedLight + { + static public bool editorPreview = true; + + public Light light; + + public bool loop; + + public bool animateIntensity; + public float intensityStart = 8f; + public float intensityEnd = 0f; + public float intensityDuration = 0.5f; + public AnimationCurve intensityCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f); + public bool perlinIntensity; + public float perlinIntensitySpeed = 1f; + public bool fadeIn; + public float fadeInDuration = 0.5f; + public bool fadeOut; + public float fadeOutDuration = 0.5f; + + public bool animateRange; + public float rangeStart = 8f; + public float rangeEnd = 0f; + public float rangeDuration = 0.5f; + public AnimationCurve rangeCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f); + public bool perlinRange; + public float perlinRangeSpeed = 1f; + + public bool animateColor; + public Gradient colorGradient; + public float colorDuration = 0.5f; + public AnimationCurve colorCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f); + public bool perlinColor; + public float perlinColorSpeed = 1f; + + public void animate(float time) + { +#if UNITY_EDITOR + if (!editorPreview && !EditorApplication.isPlaying) + { + return; + } +#endif + + if (light != null) + { + if (animateIntensity) + { + float delta = loop ? Mathf.Clamp01((time % intensityDuration)/intensityDuration) : Mathf.Clamp01(time/intensityDuration); + delta = perlinIntensity ? Mathf.PerlinNoise(Time.time * perlinIntensitySpeed, 0f) : intensityCurve.Evaluate(delta); + light.intensity = Mathf.LerpUnclamped(intensityEnd, intensityStart, delta); + + if (fadeIn && time < fadeInDuration) + { + light.intensity *= Mathf.Clamp01(time / fadeInDuration); + } + } + + if (animateRange) + { + float delta = loop ? Mathf.Clamp01((time % rangeDuration)/rangeDuration) : Mathf.Clamp01(time/rangeDuration); + delta = perlinRange ? Mathf.PerlinNoise(Time.time * perlinRangeSpeed, 10f) : rangeCurve.Evaluate(delta); + light.range = Mathf.LerpUnclamped(rangeEnd, rangeStart, delta); + } + + if (animateColor) + { + float delta = loop ? Mathf.Clamp01((time % colorDuration)/colorDuration) : Mathf.Clamp01(time/colorDuration); + delta = perlinColor ? Mathf.PerlinNoise(Time.time * perlinColorSpeed, 0f) : colorCurve.Evaluate(delta); + light.color = colorGradient.Evaluate(delta); + } + } + } + + public void animateFadeOut(float time) + { + if (fadeOut && light != null) + { + light.intensity *= 1.0f - Mathf.Clamp01(time / fadeOutDuration); + } + } + + public void reset() + { + if (light != null) + { + if (animateIntensity) + { + light.intensity = (fadeIn || fadeOut) ? 0 : intensityEnd; + } + + if (animateRange) + { + light.range = rangeEnd; + } + + if (animateColor) + { + light.color = colorGradient.Evaluate(1f); + } + } + } + + #region Animated Light Property Drawer +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof(AnimatedLight))] + public class AnimatedLightDrawer : PropertyDrawer + { + SerializedProperty light; + + SerializedProperty loop; + + SerializedProperty animateIntensity; + SerializedProperty intensityStart; + SerializedProperty intensityEnd; + SerializedProperty intensityDuration; + SerializedProperty intensityCurve; + SerializedProperty perlinIntensity; + SerializedProperty perlinIntensitySpeed; + SerializedProperty fadeIn; + SerializedProperty fadeInDuration; + SerializedProperty fadeOut; + SerializedProperty fadeOutDuration; + + SerializedProperty animateRange; + SerializedProperty rangeStart; + SerializedProperty rangeEnd; + SerializedProperty rangeDuration; + SerializedProperty rangeCurve; + SerializedProperty perlinRange; + SerializedProperty perlinRangeSpeed; + + SerializedProperty animateColor; + SerializedProperty colorGradient; + SerializedProperty colorDuration; + SerializedProperty colorCurve; + SerializedProperty perlinColor; + SerializedProperty perlinColorSpeed; + + void fetchProperties(SerializedProperty property) + { + light = property.FindPropertyRelative("light"); + + loop = property.FindPropertyRelative("loop"); + + animateIntensity = property.FindPropertyRelative("animateIntensity"); + intensityStart = property.FindPropertyRelative("intensityStart"); + intensityEnd = property.FindPropertyRelative("intensityEnd"); + intensityDuration = property.FindPropertyRelative("intensityDuration"); + intensityCurve = property.FindPropertyRelative("intensityCurve"); + perlinIntensity = property.FindPropertyRelative("perlinIntensity"); + perlinIntensitySpeed = property.FindPropertyRelative("perlinIntensitySpeed"); + fadeIn = property.FindPropertyRelative("fadeIn"); + fadeInDuration = property.FindPropertyRelative("fadeInDuration"); + fadeOut = property.FindPropertyRelative("fadeOut"); + fadeOutDuration = property.FindPropertyRelative("fadeOutDuration"); + + animateRange = property.FindPropertyRelative("animateRange"); + rangeStart = property.FindPropertyRelative("rangeStart"); + rangeEnd = property.FindPropertyRelative("rangeEnd"); + rangeDuration = property.FindPropertyRelative("rangeDuration"); + rangeCurve = property.FindPropertyRelative("rangeCurve"); + perlinRange = property.FindPropertyRelative("perlinRange"); + perlinRangeSpeed = property.FindPropertyRelative("perlinRangeSpeed"); + + animateColor = property.FindPropertyRelative("animateColor"); + colorGradient = property.FindPropertyRelative("colorGradient"); + colorDuration = property.FindPropertyRelative("colorDuration"); + colorCurve = property.FindPropertyRelative("colorCurve"); + perlinColor = property.FindPropertyRelative("perlinColor"); + perlinColorSpeed = property.FindPropertyRelative("perlinColorSpeed"); + } + + static GUIContent[] ModePopupLabels = new GUIContent[] { new GUIContent("Curve"), new GUIContent("Perlin Noise") }; + static GUIContent IntensityModeLabel = new GUIContent("Intensity Mode"); + static GUIContent RangeModeLabel = new GUIContent("Range Mode"); + static GUIContent ColorModeLabel = new GUIContent("Color Mode"); + + const float INDENT_WIDTH = 15f; + const float PADDING = 4f; + + void startIndent(ref Rect rect) + { + EditorGUIUtility.labelWidth -= INDENT_WIDTH; + rect.xMin += INDENT_WIDTH; + } + + void endIndent(ref Rect rect) + { + EditorGUIUtility.labelWidth += INDENT_WIDTH; + rect.xMin -= INDENT_WIDTH; + } + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + fetchProperties(property); + + Rect rect = EditorGUI.IndentedRect(position); + + //Rect lineRect = rect; + //lineRect.height = 1; + //lineRect.y -= 2; + //EditorGUI.DrawRect(lineRect, Color.gray); + + if (Event.current.type == EventType.Repaint) + { + EditorStyles.helpBox.Draw(rect, GUIContent.none, 0); + } + + EditorGUIUtility.labelWidth -= INDENT_WIDTH; + + rect.height = EditorGUIUtility.singleLineHeight; + rect.xMax -= PADDING; + rect.y += PADDING; + float propSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; + + EditorGUI.PropertyField(rect, light); rect.y += propSpace; + EditorGUI.PropertyField(rect, loop); rect.y += propSpace; + + EditorGUI.PropertyField(rect, animateIntensity); rect.y += propSpace; + if (animateIntensity.boolValue) + { + startIndent(ref rect); + { + + EditorGUI.PropertyField(rect, intensityStart); rect.y += propSpace; + EditorGUI.PropertyField(rect, intensityEnd); rect.y += propSpace; + + int val = EditorGUI.Popup(rect, IntensityModeLabel, perlinIntensity.boolValue ? 1 : 0, ModePopupLabels); rect.y += propSpace; + if (val == 1 && !perlinIntensity.boolValue) + { + perlinIntensity.boolValue = true; + } + else if (val == 0 && perlinIntensity.boolValue) + { + perlinIntensity.boolValue = false; + } + + startIndent(ref rect); + { + if (perlinIntensity.boolValue) + { + EditorGUI.PropertyField(rect, perlinIntensitySpeed); rect.y += propSpace; + } + else + { + EditorGUI.PropertyField(rect, intensityDuration); rect.y += propSpace; + EditorGUI.PropertyField(rect, intensityCurve); rect.y += propSpace; + } + } + endIndent(ref rect); + + EditorGUI.PropertyField(rect, fadeIn); rect.y += propSpace; + if (fadeIn.boolValue) + { + startIndent(ref rect); + EditorGUI.PropertyField(rect, fadeInDuration); rect.y += propSpace; + endIndent(ref rect); + } + + EditorGUI.PropertyField(rect, fadeOut); rect.y += propSpace; + if (fadeOut.boolValue) + { + startIndent(ref rect); + EditorGUI.PropertyField(rect, fadeOutDuration); rect.y += propSpace; + endIndent(ref rect); + } + + } + endIndent(ref rect); + } + + EditorGUI.PropertyField(rect, animateRange); rect.y += propSpace; + if (animateRange.boolValue) + { + startIndent(ref rect); + { + EditorGUI.PropertyField(rect, rangeStart); rect.y += propSpace; + EditorGUI.PropertyField(rect, rangeEnd); rect.y += propSpace; + + int val = EditorGUI.Popup(rect, RangeModeLabel, perlinRange.boolValue ? 1 : 0, ModePopupLabels); rect.y += propSpace; + if (val == 1 && !perlinRange.boolValue) + { + perlinRange.boolValue = true; + } + else if (val == 0 && perlinRange.boolValue) + { + perlinRange.boolValue = false; + } + + startIndent(ref rect); + { + if (perlinRange.boolValue) + { + EditorGUI.PropertyField(rect, perlinRangeSpeed); rect.y += propSpace; + } + else + { + EditorGUI.PropertyField(rect, rangeDuration); rect.y += propSpace; + EditorGUI.PropertyField(rect, rangeCurve); rect.y += propSpace; + } + } + endIndent(ref rect); + } + endIndent(ref rect); + } + + EditorGUI.PropertyField(rect, animateColor); rect.y += propSpace; + if (animateColor.boolValue) + { + startIndent(ref rect); + { + + EditorGUI.PropertyField(rect, colorGradient); rect.y += propSpace; + + int val = EditorGUI.Popup(rect, ColorModeLabel, perlinColor.boolValue ? 1 : 0, ModePopupLabels); rect.y += propSpace; + if (val == 1 && !perlinColor.boolValue) + { + perlinColor.boolValue = true; + } + else if (val == 0 && perlinColor.boolValue) + { + perlinColor.boolValue = false; + } + + startIndent(ref rect); + { + + if (perlinColor.boolValue) + { + EditorGUI.PropertyField(rect, perlinColorSpeed); rect.y += propSpace; + } + else + { + EditorGUI.PropertyField(rect, colorDuration); rect.y += propSpace; + EditorGUI.PropertyField(rect, colorCurve); rect.y += propSpace; + } + } + endIndent(ref rect); + } + endIndent(ref rect); + } + + EditorGUIUtility.labelWidth += INDENT_WIDTH; + + if (GUI.changed) + { + property.serializedObject.ApplyModifiedProperties(); + } + } + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + fetchProperties(property); + + float propSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; + int count = 5; + + if (animateIntensity.boolValue) + { + count += 3; + count += perlinIntensity.boolValue ? 1 : 2; + count += 1; + count += fadeIn.boolValue ? 1 : 0; + count += 1; + count += fadeOut.boolValue ? 1 : 0; + } + + if (animateRange.boolValue) + { + count += 3; + count += perlinRange.boolValue ? 1 : 2; + } + + if (animateColor.boolValue) + { + count += 2; + count += perlinColor.boolValue ? 1 : 2; + } + + return count * propSpace + PADDING * 2; + } + } +#endif + #endregion + + } + + // ================================================================================================================================ + + // Globally disable features + public static bool GlobalDisableCameraShake; + public static bool GlobalDisableLights; + + // ================================================================================================================================ + + [Tooltip("Defines an action to execute when the Particle System has completely finished playing and emitting particles.")] + public ClearBehavior clearBehavior = ClearBehavior.Destroy; + [Space] + public CameraShake cameraShake; + [Space] + public AnimatedLight[] animatedLights; + [Tooltip("Defines which Particle System to track to trigger light fading out.\nLeave empty if not using fading out.")] + public ParticleSystem fadeOutReference; + + float time; + ParticleSystem rootParticleSystem; + + // ================================================================================================================================ + + public void ResetState() + { + time = 0f; + fadingOutStartTime = 0f; + isFadingOut = false; + +#if !DISABLE_LIGHTS + if (animatedLights != null) + { + foreach (var animLight in animatedLights) + { + animLight.reset(); + } + } +#endif + +#if !DISABLE_CAMERA_SHAKE + if (cameraShake != null && cameraShake.enabled) + { + cameraShake.StopShake(); + } +#endif + } + +#if !DISABLE_CAMERA_SHAKE || !DISABLE_CLEAR_BEHAVIOR + void Awake() + { + #if !DISABLE_CAMERA_SHAKE + if (cameraShake != null && cameraShake.enabled) + { + cameraShake.fetchCameras(); + } + #endif + #if !DISABLE_CLEAR_BEHAVIOR + startFrameOffset = GlobalStartFrameOffset++; + #endif + } +#endif + + void OnEnable() + { + foreach (var animLight in animatedLights) + { + if (animLight.light != null) + { +#if !DISABLE_LIGHTS + animLight.light.enabled = !GlobalDisableLights; +#else + animLight.light.enabled = false; +#endif + } + } + } + + void OnDisable() + { + ResetState(); + } + +#if !DISABLE_LIGHTS || !DISABLE_CAMERA_SHAKE || !DISABLE_CLEAR_BEHAVIOR + const int CHECK_EVERY_N_FRAME = 20; + static int GlobalStartFrameOffset = 0; + int startFrameOffset; + void Update() + { +#if !DISABLE_LIGHTS || !DISABLE_CAMERA_SHAKE + time += Time.deltaTime; + + Animate(time); + + if (fadeOutReference != null && !fadeOutReference.isEmitting && (fadeOutReference.isPlaying || isFadingOut)) + { + FadeOut(time); + } +#endif +#if !DISABLE_CLEAR_BEHAVIOR + if (clearBehavior != ClearBehavior.None) + { + if (rootParticleSystem == null) + { + rootParticleSystem = this.GetComponent(); + } + + // Check isAlive every N frame, with an offset so that all active effects aren't checked at once + if ((Time.renderedFrameCount + startFrameOffset) % CHECK_EVERY_N_FRAME == 0) + { + if (!rootParticleSystem.IsAlive(true)) + { + if (clearBehavior == ClearBehavior.Destroy) + { + GameObject.Destroy(this.gameObject); + } + else + { + this.gameObject.SetActive(false); + } + } + } + } +#endif + } +#endif + +#if !DISABLE_LIGHTS || !DISABLE_CAMERA_SHAKE + public void Animate(float time) + { +#if !DISABLE_LIGHTS + if (animatedLights != null && !GlobalDisableLights) + { + foreach (var animLight in animatedLights) + { + animLight.animate(time); + } + } +#endif + +#if !DISABLE_CAMERA_SHAKE + if (cameraShake != null && cameraShake.enabled && !GlobalDisableCameraShake) + { +#if UNITY_EDITOR + if (!cameraShake.isShaking) + { + cameraShake.fetchCameras(); + } +#endif + cameraShake.animate(time); + } +#endif + } +#endif + +#if !DISABLE_LIGHTS + bool isFadingOut; + float fadingOutStartTime; + public void FadeOut(float time) + { + if (animatedLights == null) + { + return; + } + + if (!isFadingOut) + { + isFadingOut = true; + fadingOutStartTime = time; + } + + foreach (var animLight in animatedLights) + { + animLight.animateFadeOut(time - fadingOutStartTime); + } + } +#endif + +#if UNITY_EDITOR + // Editor preview + // Detect when the Particle System is previewing and trigger this animation too + + [System.NonSerialized] ParticleSystem _parentParticle; + ParticleSystem parentParticle + { + get + { + if (_parentParticle == null) + { + _parentParticle = this.GetComponent(); + } + return _parentParticle; + } + } + [System.NonSerialized] public bool editorUpdateRegistered; + + [System.NonSerialized] bool particleWasStopped; + [System.NonSerialized] float particleTime; + [System.NonSerialized] float particleTimeUnwrapped; + + void OnDestroy() + { + UnregisterEditorUpdate(); + } + + public void RegisterEditorUpdate() + { + var type = PrefabUtility.GetPrefabAssetType(this.gameObject); + var status = PrefabUtility.GetPrefabInstanceStatus(this.gameObject); + + // Prefab in Project window + if ((type == PrefabAssetType.Regular || type == PrefabAssetType.Variant) && status == PrefabInstanceStatus.NotAPrefab) + { + return; + } + + if (!editorUpdateRegistered) + { + EditorApplication.update += onEditorUpdate; + editorUpdateRegistered = true; + } + } + + public void UnregisterEditorUpdate() + { + if (editorUpdateRegistered) + { + editorUpdateRegistered = false; + EditorApplication.update -= onEditorUpdate; + } + ResetState(); + } + + void onEditorUpdate() + { + if (EditorApplication.isPlayingOrWillChangePlaymode) + { + return; + } + + if (this == null) + { + return; + } + + // Need to track unwrapped time when playing back from Editor + // because the parentParticle.time will be reset at each loop + float delta = parentParticle.time - particleTime; + + if (delta < 0 && parentParticle.isPlaying) + { + delta = parentParticle.main.duration + delta; + if (delta > 0.1 || delta < 0) + { + // try to detect when "Restart" is pressed + ResetState(); + particleTimeUnwrapped = 0; + delta = 0; + } + } + particleTimeUnwrapped += delta; + + if (particleTime != parentParticle.time) + { +#if !DISABLE_CAMERA_SHAKE + if (cameraShake != null && cameraShake.enabled && parentParticle.time < particleTime && parentParticle.time < 0.05f) + { + cameraShake.StartShake(); + } +#endif +#if !DISABLE_LIGHTS || !DISABLE_CAMERA_SHAKES + Animate(particleTimeUnwrapped); + + if (!parentParticle.isEmitting) + { + FadeOut(particleTimeUnwrapped); + } +#endif + } + + if (particleWasStopped != parentParticle.isStopped) + { + if (parentParticle.isStopped) + { + ResetState(); + } + particleTimeUnwrapped = 0; + } + + particleWasStopped = parentParticle.isStopped; + particleTime = parentParticle.time; + } +#endif + } + +#if UNITY_EDITOR + [CustomEditor(typeof(CFXR_Effect))] + [CanEditMultipleObjects] + public class CFXR_Effect_Editor : Editor + { + bool? lightEditorPreview; + bool? shakeEditorPreview; + + GUIStyle _PaddedRoundedRect; + GUIStyle PaddedRoundedRect + { + get + { + if (_PaddedRoundedRect == null) + { + _PaddedRoundedRect = new GUIStyle(EditorStyles.helpBox); + _PaddedRoundedRect.padding = new RectOffset(4, 4, 4, 4); + } + return _PaddedRoundedRect; + } + } + + public override void OnInspectorGUI() + { + GlobalOptionsGUI(); + +#if DISABLE_CAMERA_SHAKE + EditorGUILayout.HelpBox("Camera Shake has been globally disabled in the code.\nThe properties remain to avoid data loss but the shaking won't be applied for any effect.", MessageType.Info); +#endif + + base.OnInspectorGUI(); + } + + void GlobalOptionsGUI() + { + EditorGUILayout.BeginVertical(PaddedRoundedRect); + { + GUILayout.Label("Editor Preview:", EditorStyles.boldLabel); + + if (lightEditorPreview == null) + { + lightEditorPreview = EditorPrefs.GetBool("CFXR Light EditorPreview", true); + } + bool lightPreview = EditorGUILayout.Toggle("Light Animations", lightEditorPreview.Value); + if (lightPreview != lightEditorPreview.Value) + { + lightEditorPreview = lightPreview; + EditorPrefs.SetBool("CFXR Light EditorPreview", lightPreview); + CFXR_Effect.AnimatedLight.editorPreview = lightPreview; + } + +#if !DISABLE_CAMERA_SHAKE + if (shakeEditorPreview == null) + { + shakeEditorPreview = EditorPrefs.GetBool("CFXR CameraShake EditorPreview", true); + } + bool shakePreview = EditorGUILayout.Toggle("Camera Shake", shakeEditorPreview.Value); + if (shakePreview != shakeEditorPreview.Value) + { + shakeEditorPreview = shakePreview; + EditorPrefs.SetBool("CFXR CameraShake EditorPreview", shakePreview); + CFXR_Effect.CameraShake.editorPreview = shakePreview; + } +#endif + } + EditorGUILayout.EndVertical(); + } + + void OnEnable() + { + if (this.targets == null) + { + return; + } + + foreach (var t in this.targets) + { + var cfxr_effect = t as CFXR_Effect; + if (cfxr_effect != null) + { + if (isPrefabSource(cfxr_effect.gameObject)) + { + return; + } + cfxr_effect.RegisterEditorUpdate(); + } + } + } + + void OnDisable() + { + if (this.targets == null) + { + return; + } + + foreach (var t in this.targets) + { + // Can be null if GameObject has been destroyed + var cfxr_effect = t as CFXR_Effect; + if (cfxr_effect != null) + { + if (isPrefabSource(cfxr_effect.gameObject)) + { + return; + } + cfxr_effect.UnregisterEditorUpdate(); + } + } + } + + static bool isPrefabSource(GameObject gameObject) + { + var assetType = PrefabUtility.GetPrefabAssetType(gameObject); + var prefabType = PrefabUtility.GetPrefabInstanceStatus(gameObject); + return ((assetType == PrefabAssetType.Regular || assetType == PrefabAssetType.Variant) && prefabType == PrefabInstanceStatus.NotAPrefab); + } + } +#endif +} +; \ No newline at end of file diff --git a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs.meta b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs.meta new file mode 100644 index 0000000..f41ceb2 --- /dev/null +++ b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9205bc1bbacc90040a998067b5643d16 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders.meta b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders.meta new file mode 100644 index 0000000..e862298 --- /dev/null +++ b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 39ad0e6eaa3bfe0489b6ea4613ae13c6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader new file mode 100644 index 0000000..7378013 --- /dev/null +++ b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader @@ -0,0 +1,404 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +Shader "Cartoon FX/Remaster/Particle Procedural Glow" +{ + Properties + { + //# Blending + //# + + [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5 + [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10 + + //# -------------------------------------------------------- + + [Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0 + //# IF_KEYWORD _CFXR_DISSOLVE + [NoScaleOffset] _DissolveTex ("Dissolve Texture", 2D) = "gray" {} + _DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1 + [ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0 + //# END_IF + + //# -------------------------------------------------------- + + //# Procedural Circle + //# + + [KeywordEnum(P0, P2, P4, P8)] _CFXR_GLOW_POW ("Apply Power of", Float) = 0 + _GlowMin ("Circle Min", Float) = 0 + _GlowMax ("Circle Max", Float) = 1 + //# + _MaxValue ("Max Value", Float) = 10 + + //# -------------------------------------------------------- + + [Toggle(_CFXR_HDR_BOOST)] _HdrBoost ("Enable HDR Multiplier", Float) = 0 + //# IF_KEYWORD _CFXR_HDR_BOOST + _HdrMultiply ("HDR Multiplier", Float) = 2 + //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_FADING_ON)] _UseSP ("Soft Particles", Float) = 0 + //# IF_KEYWORD _FADING_ON + _SoftParticlesFadeDistanceNear ("Near Fade", Float) = 0 + _SoftParticlesFadeDistanceFar ("Far Fade", Float) = 1 + //# END_IF + + //# ======================================================== + //# Shadows + //# + + [KeywordEnumOff(Off,On,CustomTexture)] _CFXR_DITHERED_SHADOWS ("Dithered Shadows", Float) = 0 + //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + _ShadowStrength ("Shadows Strength Max", Range(0,1)) = 1.0 + //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + _DitherCustom ("Dithering 3D Texture", 3D) = "black" {} + //# END_IF + //# END_IF + } + + Category + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + } + Blend [_SrcBlend] [_DstBlend], One One + Cull Off + ZWrite Off + + //================================================================================================================================ + // Includes & Code + + CGINCLUDE + + #include "UnityCG.cginc" + #include "UnityStandardUtils.cginc" + + CBUFFER_START(UnityPerMaterial) + + half _GlowMin; + half _GlowMax; + half _MaxValue; + + sampler2D _DissolveTex; + half _InvertDissolveTex; + half _DissolveSmooth; + + half _HdrMultiply; + + half _Cutoff; + + UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); + half _SoftParticlesFadeDistanceNear; + half _SoftParticlesFadeDistanceFar; + half _EdgeFadePow; + + float _ShadowStrength; + sampler3D _DitherMaskLOD; + sampler3D _DitherCustom; + float4 _DitherCustom_TexelSize; + + CBUFFER_END + + // -------------------------------- + // Input/output + + struct appdata + { + float4 vertex : POSITION; + half4 color : COLOR; + float4 texcoord : TEXCOORD0; //xy = uv, zw = random + float4 texcoord1 : TEXCOORD1; //additional particle data: x = dissolve + #if PASS_SHADOW_CASTER + float3 normal : NORMAL; + #endif + }; + + // vertex to fragment + struct v2f + { + float4 pos : SV_POSITION; + half4 color : COLOR; + float4 uv_random : TEXCOORD0; //uv + particle data + float4 custom1 : TEXCOORD1; //additional particle data + #if ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP)) && defined(_FADING_ON)) + float4 projPos : TEXCOORD2; + #endif + UNITY_FOG_COORDS(5) //note: does nothing if fog is not enabled + }; + + // vertex to fragment (shadow caster) + struct v2f_shadowCaster + { + V2F_SHADOW_CASTER_NOPOS + half4 color : COLOR; + float4 uv_random : TEXCOORD1; //uv + particle data + float4 custom1 : TEXCOORD2; //additional particle data + }; + + // -------------------------------- + + #include "CFXR.cginc" + + // -------------------------------- + // Vertex + #if PASS_SHADOW_CASTER + void vertex_program (appdata v, out v2f_shadowCaster o, out float4 opos : SV_POSITION) + #else + v2f vertex_program (appdata v) + #endif + { + #if !PASS_SHADOW_CASTER + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + #endif + + o.color = v.color; + o.uv_random = v.texcoord; + o.custom1 = v.texcoord1; + + #if PASS_SHADOW_CASTER + vert(v, o, opos); + #else + return vert(v, o); + #endif + } + + // -------------------------------- + // Fragment + #if PASS_SHADOW_CASTER + float4 fragment_program (v2f_shadowCaster i, UNITY_VPOS_TYPE vpos : VPOS) : SV_Target + #else + half4 fragment_program (v2f i) : SV_Target + #endif + { + // ================================================================ + // Color & Alpha + + //-------------------------------- + // procedural glow + float2 uvm = i.uv_random.xy - 0.5; + half glow = saturate(1 - ((dot(uvm, uvm) * 4))); + #if _CFXR_GLOW_POW_P2 + glow = pow(glow, 2); + #elif _CFXR_GLOW_POW_P4 + glow = pow(glow, 4); + #elif _CFXR_GLOW_POW_P8 + glow = pow(glow, 8); + #endif + glow = clamp(lerp(_GlowMin, _GlowMax, glow), 0, _MaxValue) * saturate(glow * 30); + half4 mainTex = half4(1, 1, 1, glow); + //-------------------------------- + + #if _CFXR_HDR_BOOST + #ifdef UNITY_COLORSPACE_GAMMA + _HdrMultiply = LinearToGammaSpaceApprox(_HdrMultiply); + #endif + mainTex.rgb *= _HdrMultiply * GLOBAL_HDR_MULTIPLIER; + #endif + + half3 particleColor = mainTex.rgb * i.color.rgb; + half particleAlpha = mainTex.a * i.color.a; + + // ================================================================ + // Dissolve + + #if _CFXR_DISSOLVE + half dissolveTex = tex2D(_DissolveTex, i.uv_random.xy).r; + dissolveTex = _InvertDissolveTex <= 0 ? 1 - dissolveTex : dissolveTex; + half dissolveTime = i.custom1.x; + #else + half dissolveTex = 0; + half dissolveTime = 0; + #endif + + // ================================================================ + // + + #if PASS_SHADOW_CASTER + return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime); + #else + return frag(i, particleColor, particleAlpha, dissolveTex, dissolveTime); + #endif + } + + ENDCG + + //==================================================================================================================================== + // Universal Rendering Pipeline + + SubShader + { + Pass + { + Name "BASE" + Tags { "LightMode"="UniversalForward" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + #pragma multi_compile_particles + #pragma multi_compile_fog + + #pragma multi_compile CFXR_URP + + #pragma shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 + #pragma shader_feature_local _ _CFXR_HDR_BOOST + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + ENDCG + } + + // Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword + Pass + { + Name "BASE" + Tags { "LightMode"="Universal2D" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + #pragma multi_compile_particles + #pragma multi_compile_fog + + #pragma multi_compile CFXR_URP + #pragma multi_compile DISABLE_SOFT_PARTICLES + + #pragma shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 + #pragma shader_feature_local _ _CFXR_HDR_BOOST + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + ENDCG + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + BlendOp Add + Blend One Zero + ZWrite On + Cull Off + + CGPROGRAM + + #pragma multi_compile PASS_SHADOW_CASTER + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma multi_compile_shadowcaster + #pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + + #if _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + #pragma target 3.0 //needed for VPOS + #endif + + ENDCG + } + } + + //==================================================================================================================================== + // Built-in Rendering Pipeline + + SubShader + { + Pass + { + Name "BASE" + Tags { "LightMode"="ForwardBase" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + #pragma multi_compile_particles + #pragma multi_compile_fog + + #pragma shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 + #pragma shader_feature_local _ _CFXR_HDR_BOOST + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + ENDCG + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + BlendOp Add + Blend One Zero + ZWrite On + Cull Off + + CGPROGRAM + + #pragma multi_compile PASS_SHADOW_CASTER + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma multi_compile_shadowcaster + #pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + + #if _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + #pragma target 3.0 //needed for VPOS + #endif + + ENDCG + } + } + } + + CustomEditor "CartoonFX.MaterialInspector" +} + diff --git a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader.meta b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader.meta new file mode 100644 index 0000000..ba1ffc3 --- /dev/null +++ b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 714e760b98304b44292e04841e05f258 +timeCreated: 1487089074 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: USER,FTC1_RO_VCR,FTC2_RO_VCR,FTC0_RO,FTC_RSS,FGLOBAL_MASK,FTC1_RO,FTC2_RO,FTC2,FTC3,FTC1,FTEX0,FTC0_RO_TEXCOORD,FTC0,FTC1_RO_TEXCOORD,FTC2_RO_TEXCOORD,FTC0_SCROLL,FTC1_SCROLL,FTC2_SCROLL,KTC0_RO_SOURCE:v.color.r,KTC0_RSS_SOURCE:v.color.r,KTC_RSS_SOURCE:v.color.r,KTC1_RO_SOURCE:v.color.g,KTC2_RO_SOURCE:v.color.b,KTC3_RO_SOURCE:v.color.r,KTC0_RO_VC_CHANNEL:r,KTC0_RO_TEXCOORD_CHANNEL:x,KTC0_RO_TEXCOORD_NB:1,KTC1_RO_TEXCOORD_NB:1,KTC1_RO_TEXCOORD_CHANNEL:y,KTC2_RO_TEXCOORD_NB:3,ch8844A936,cSM:30,cCF:UnifiedParticleShaderTemplate + assetBundleName: + assetBundleVariant: diff --git a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader new file mode 100644 index 0000000..d514677 --- /dev/null +++ b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader @@ -0,0 +1,511 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +Shader "Cartoon FX/Remaster/Particle Procedural Ring" +{ + Properties + { + //# Blending + //# + [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5 + [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10 + + //# -------------------------------------------------------- + + [Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0 + //# IF_KEYWORD _CFXR_DISSOLVE + [NoScaleOffset] _DissolveTex ("Dissolve Texture", 2D) = "gray" {} + _DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1 + [ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0 + //# END_IF + + //# -------------------------------------------------------- + + //# Textures + //# + + _MainTex ("Texture", 2D) = "white" {} + [Toggle(_CFXR_SINGLE_CHANNEL)] _SingleChannel ("Single Channel Texture", Float) = 0 + + //# -------------------------------------------------------- + + //# Ring + //# + + [Toggle(_CFXR_RADIAL_UV)] _UseRadialUV ("Enable Radial UVs", Float) = 0 + _RingTopOffset ("Ring Offset", float) = 0.05 + [Toggle(_CFXR_WORLD_SPACE_RING)] _WorldSpaceRing ("World Space", Float) = 0 + + //# -------------------------------------------------------- + + [Toggle(_CFXR_HDR_BOOST)] _HdrBoost ("Enable HDR Multiplier", Float) = 0 + //# IF_KEYWORD _CFXR_HDR_BOOST + _HdrMultiply ("HDR Multiplier", Float) = 2 + //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_FADING_ON)] _UseSP ("Soft Particles", Float) = 0 + //# IF_KEYWORD _FADING_ON + _SoftParticlesFadeDistanceNear ("Near Fade", Float) = 0 + _SoftParticlesFadeDistanceFar ("Far Fade", Float) = 1 + //# END_IF + + //# ======================================================== + //# Shadows + //# + + [KeywordEnum(Off,On,CustomTexture)] _CFXR_DITHERED_SHADOWS ("Dithered Shadows", Float) = 0 + //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + _ShadowStrength ("Shadows Strength Max", Range(0,1)) = 1.0 + //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + _DitherCustom ("Dithering 3D Texture", 3D) = "black" {} + //# END_IF + //# END_IF + } + + Category + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + Blend [_SrcBlend] [_DstBlend] + Cull Off + ZWrite Off + + //================================================================================================================================ + // Includes & Code + + CGINCLUDE + #include "UnityCG.cginc" + #include "UnityStandardUtils.cginc" + + CBUFFER_START(UnityPerMaterial) + + sampler2D _MainTex; + float4 _MainTex_ST; + + sampler2D _DissolveTex; + half _InvertDissolveTex; + half _DissolveSmooth; + + half _HdrMultiply; + + float _RingTopOffset; + + half _Cutoff; + + UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); + half _SoftParticlesFadeDistanceNear; + half _SoftParticlesFadeDistanceFar; + half _EdgeFadePow; + + float _ShadowStrength; + sampler3D _DitherMaskLOD; + sampler3D _DitherCustom; + float4 _DitherCustom_TexelSize; + + CBUFFER_END + + // -------------------------------- + // Input/Output + + struct appdata + { + float4 vertex : POSITION; + half4 color : COLOR; + float4 texcoord : TEXCOORD0; //uv + particle data + float4 texcoord1 : TEXCOORD1; //additional particle data + float4 texcoord2 : TEXCOORD2; //procedural ring data: x = width, y = smooth, z = rotation, w = particle size + #if PASS_SHADOW_CASTER || _CFXR_WORLD_SPACE_RING + float3 normal : NORMAL; + #endif + }; + + // vertex to fragment + struct v2f + { + float4 pos : SV_POSITION; + half4 color : COLOR; + float4 uv_uv2 : TEXCOORD0; //uv + particle data + float4 ringData : TEXCOORD1; //procedural ring data + float4 uvRing_uvCartesian : TEXCOORD2; + #if ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP)) && defined(_FADING_ON)) + float4 projPos : TEXCOORD3; + #endif + UNITY_FOG_COORDS(4) //note: does nothing if fog is not enabled + #if _CFXR_DISSOLVE + float4 custom1 : TEXCOORD5; + #endif + }; + + // vertex to fragment (shadow caster) + struct v2f_shadowCaster + { + V2F_SHADOW_CASTER_NOPOS + half4 color : COLOR; + float4 uv_uv2 : TEXCOORD1; //uv + particle data + float4 ringData : TEXCOORD2; //procedural ring data + float4 uvRing_uvCartesian : TEXCOORD3; + #if _CFXR_DISSOLVE + float4 custom1 : TEXCOORD4; + #endif + }; + + // -------------------------------- + + #include "CFXR.cginc" + + // -------------------------------- + // Vertex + #if PASS_SHADOW_CASTER + void vertex_program (appdata v, out v2f_shadowCaster o, out float4 opos : SV_POSITION) + #else + v2f vertex_program (appdata v) + #endif + { + #if !PASS_SHADOW_CASTER + v2f o; + // o.pos = UnityObjectToClipPos(v.vertex); + #endif + + //-------------------------------- + // procedural ring + + float ringWidth = v.texcoord2.x; + float ringSmooth = v.texcoord2.y; + float ringRotation = v.texcoord2.z; + float particleSize = v.texcoord2.w; + + // avoid artifacts when vertex are pushed too much + ringWidth = min(particleSize, ringWidth); + + // constants calculated per vertex + o.ringData.x = pow(1 - ringWidth / particleSize, 2); + o.ringData.y = 1 - _RingTopOffset; + o.ringData.z = ringSmooth / particleSize; // smoothing depends on particle size + o.ringData.w = ringRotation; + + // regular ring UVs + float2 uv = v.texcoord.xy + float2(ringRotation, 0); + o.uvRing_uvCartesian.xy = 1 - TRANSFORM_TEX(uv, _MainTex); + + + #if _CFXR_WORLD_SPACE_RING + // to clip space with width offset + v.vertex.xyz = v.vertex.xyz - v.normal.xyz * v.texcoord.y * ringWidth; + #if !PASS_SHADOW_CASTER + o.pos = UnityObjectToClipPos(v.vertex); + #endif + #else + // to clip space with width offset + float4 m = mul(UNITY_MATRIX_V, v.vertex); + m.xy += -v.texcoord.zw * v.texcoord.y * ringWidth; + #if !PASS_SHADOW_CASTER + o.pos = mul(UNITY_MATRIX_P, m); + #endif + #endif + + //------------------------------------------ + /* + //v.vertex.xy += -v.texcoord.zw * v.texcoord.y * ringWidth; + v.vertex.xy += v.texcoord.zw * v.texcoord.y * 0.5; + #if !PASS_SHADOW_CASTER + o.pos = UnityObjectToClipPos(v.vertex); + #endif + */ + //------------------------------------------ + + // calculate cartesian UVs to accurately calculate ring in fragment shader + o.uvRing_uvCartesian.zw = v.texcoord.zw - v.texcoord.zw * v.texcoord.y * ringWidth / particleSize; + + //-------------------------------- + + o.color = v.color; + o.uv_uv2 = v.texcoord; + + //-------------------------------- + + #if _CFXR_DISSOLVE + o.custom1 = v.texcoord1; + #endif + + #if PASS_SHADOW_CASTER + vert(v, o, opos); + #else + return vert(v, o); + #endif + } + + // -------------------------------- + // Fragment + + #if PASS_SHADOW_CASTER + float4 fragment_program (v2f_shadowCaster i, UNITY_VPOS_TYPE vpos : VPOS) : SV_Target + #else + half4 fragment_program (v2f i) : SV_Target + #endif + { + // ================================================================ + // Color & Alpha + + //-------------------------------- + // procedural ring + + float b = i.ringData.x; // bottom + float t = i.ringData.y; // top + float smooth = i.ringData.z; // smoothing + float gradient = dot(i.uvRing_uvCartesian.zw, i.uvRing_uvCartesian.zw); + float ring = saturate( smoothstep(b, b + smooth, gradient) - smoothstep(t - smooth, t, gradient) ); + + #if _CFXR_RADIAL_UV + // approximate polar coordinates + float2 radialUv = float2 + ( + (atan2(i.uvRing_uvCartesian.z, i.uvRing_uvCartesian.w) / UNITY_PI) * 0.5 + 0.5 + 0.23 - i.ringData.w, + (gradient * (1.0 / (t - b)) - (b / (t - b))) * 0.9 - 0.92 + 1 + ); + radialUv.xy = radialUv.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float dx = ddx(i.uvRing_uvCartesian.x); + //float dy = ddx(i.uvRing_uvCartesian.x); + #define TEX2D_MAIN_TEXCOORD(sampler) tex2Dgrad(sampler, radialUv, dx, dx) + #else + #define TEX2D_MAIN_TEXCOORD(sampler) tex2D(sampler, i.uvRing_uvCartesian.xy) + #endif + + #if _CFXR_SINGLE_CHANNEL + half4 mainTex = half4(1, 1, 1, TEX2D_MAIN_TEXCOORD(_MainTex).r); + #else + half4 mainTex = TEX2D_MAIN_TEXCOORD(_MainTex); + #endif + + mainTex *= ring; + + //-------------------------------- + + half3 particleColor = mainTex.rgb * i.color.rgb; + half particleAlpha = mainTex.a * i.color.a; + + #if _CFXR_HDR_BOOST + #ifdef UNITY_COLORSPACE_GAMMA + _HdrMultiply = LinearToGammaSpaceApprox(_HdrMultiply); + #endif + particleColor.rgb *= _HdrMultiply * GLOBAL_HDR_MULTIPLIER; + #endif + + // ================================================================ + // Dissolve + + #if _CFXR_DISSOLVE + half dissolveTex = TEX2D_MAIN_TEXCOORD(_DissolveTex).r; + dissolveTex = _InvertDissolveTex <= 0 ? 1 - dissolveTex : dissolveTex; + half dissolveTime = i.custom1.x; + #else + half dissolveTex = 0; + half dissolveTime = 0; + #endif + + // ================================================================ + // + + #if PASS_SHADOW_CASTER + return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime); + #else + return frag(i, particleColor, particleAlpha, dissolveTex, dissolveTime); + #endif + } + + + ENDCG + + //==================================================================================================================================== + // Universal Rendering Pipeline + + SubShader + { + Pass + { + Name "BASE" + Tags { "LightMode"="UniversalForward" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + #pragma multi_compile_particles + #pragma multi_compile_fog + + #pragma multi_compile CFXR_URP + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_RADIAL_UV + #pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_HDR_BOOST + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + + ENDCG + } + + // Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword + Pass + { + Name "BASE" + Tags { "LightMode"="Universal2D" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + #pragma multi_compile_particles + #pragma multi_compile_fog + + #pragma multi_compile CFXR_URP + #pragma multi_compile DISABLE_SOFT_PARTICLES + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_RADIAL_UV + #pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_HDR_BOOST + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + + ENDCG + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + BlendOp Add + Blend One Zero + ZWrite On + Cull Off + + CGPROGRAM + + #pragma multi_compile PASS_SHADOW_CASTER + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_RADIAL_UV + #pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #pragma multi_compile_shadowcaster + #pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + + #if _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + #pragma target 3.0 //needed for VPOS + #endif + + ENDCG + } + } + + //==================================================================================================================================== + // Built-in Rendering Pipeline + + SubShader + { + Pass + { + Name "BASE" + Tags { "LightMode"="ForwardBase" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + #pragma multi_compile_particles + #pragma multi_compile_fog + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_RADIAL_UV + #pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_HDR_BOOST + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + + ENDCG + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + BlendOp Add + Blend One Zero + ZWrite On + Cull Off + + CGPROGRAM + + #pragma multi_compile PASS_SHADOW_CASTER + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_RADIAL_UV + #pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #pragma multi_compile_shadowcaster + #pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + + #if _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + #pragma target 3.0 //needed for VPOS + #endif + + ENDCG + } + } + } + + CustomEditor "CartoonFX.MaterialInspector" +} + diff --git a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader.meta b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader.meta new file mode 100644 index 0000000..f1d11ee --- /dev/null +++ b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3dda44a7d9cec71439b5b8e20fcbccfb +timeCreated: 1487089074 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: USER,FTC1_RO_VCR,FTC2_RO_VCR,FTC0_RO,FTC_RSS,FGLOBAL_MASK,FTC1_RO,FTC2_RO,FTC2,FTC3,FTC1,FTEX0,FTC0_RO_TEXCOORD,FTC0,FTC1_RO_TEXCOORD,FTC2_RO_TEXCOORD,FTC0_SCROLL,FTC1_SCROLL,FTC2_SCROLL,KTC0_RO_SOURCE:v.color.r,KTC0_RSS_SOURCE:v.color.r,KTC_RSS_SOURCE:v.color.r,KTC1_RO_SOURCE:v.color.g,KTC2_RO_SOURCE:v.color.b,KTC3_RO_SOURCE:v.color.r,KTC0_RO_VC_CHANNEL:r,KTC0_RO_TEXCOORD_CHANNEL:x,KTC0_RO_TEXCOORD_NB:1,KTC1_RO_TEXCOORD_NB:1,KTC1_RO_TEXCOORD_CHANNEL:y,KTC2_RO_TEXCOORD_NB:3,ch8844A936,cSM:30,cCF:UnifiedParticleShaderTemplate + assetBundleName: + assetBundleVariant: diff --git a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader new file mode 100644 index 0000000..059aaa7 --- /dev/null +++ b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader @@ -0,0 +1,655 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +Shader "Cartoon FX/Remaster/Particle Ubershader" +{ + Properties + { + //# Blending + //# + [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5 + [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10 + [KeywordEnumNoPrefix(Alpha Blending, _ALPHABLEND_ON, Alpha Blending Premultiplied, _ALPHAPREMULTIPLY_ON, Multiplicative, _ALPHAMODULATE_ON, Additive, _CFXR_ADDITIVE)] _BlendingType ("Blending Type", Float) = 0 + + //# + [ToggleNoKeyword] _ZWrite ("Depth Write", Float) = 0 + [Toggle(_ALPHATEST_ON)] _UseAlphaClip ("Alpha Clipping (Cutout)", Float) = 0 + //# IF_KEYWORD _ALPHATEST_ON + _Cutoff ("Cutoff Threshold", Range(0.001,1)) = 0.1 + //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_FADING_ON)] _UseSP ("Soft Particles", Float) = 0 + //# IF_KEYWORD _FADING_ON + _SoftParticlesFadeDistanceNear ("Near Fade", Float) = 0 + _SoftParticlesFadeDistanceFar ("Far Fade", Float) = 1 + //# END_IF + + //# + + [Toggle(_CFXR_EDGE_FADING)] _UseEF ("Edge Fade", Float) = 0 + //# IF_KEYWORD _CFXR_EDGE_FADING + _EdgeFadePow ("Edge Fade Power", Float) = 1 + //# END_IF + + //# + + //# ======================================================== + + //# Effects + //# + + [Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0 + //# IF_KEYWORD _CFXR_DISSOLVE + [NoScaleOffset] _DissolveTex ("Dissolve Texture", 2D) = "gray" {} + _DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1 + [ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0 + //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_CFXR_UV_DISTORTION)] _UseUVDistortion ("Enable UV Distortion", Float) = 0 + //# IF_KEYWORD _CFXR_UV_DISTORTION + + [NoScaleOffset] _DistortTex ("Distortion Texture", 2D) = "gray" {} + _DistortScrolling ("Scroll (XY) Tile (ZW)", Vector) = (0,0,1,1) + [Toggle(_CFXR_UV2_DISTORTION)] _UseUV2Distortion ("Use UV2", Float) = 0 + _Distort ("Distortion Strength", Range(0,1.0)) = 0.1 + [ToggleNoKeyword] _FadeAlongU ("Fade along Y", Float) = 0 + [Toggle(_CFXR_UV_DISTORTION_ADD)] _UVDistortionAdd ("Add to base UV", Float) = 0 + //# END_IF + + //# ======================================================== + + //# Colors + //# + + [NoScaleOffset] _MainTex ("Texture", 2D) = "white" {} + [Toggle(_CFXR_SINGLE_CHANNEL)] _SingleChannel ("Single Channel Texture", Float) = 0 + + //# -------------------------------------------------------- + + [KeywordEnum(Off,1x,2x)] _CFXR_OVERLAYTEX ("Enable Overlay Texture", Float) = 0 + //# IF_KEYWORD _CFXR_OVERLAYTEX_1X || _CFXR_OVERLAYTEX_2X + [KeywordEnum(RGBA,RGB,A)] _CFXR_OVERLAYBLEND ("Overlay Blend Channels", Float) = 0 + [NoScaleOffset] _OverlayTex ("Overlay Texture", 2D) = "white" {} + _OverlayTex_Scroll ("Overlay Scrolling / Scale", Vector) = (0.1,0.1,1,1) + //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_FLIPBOOK_BLENDING)] _UseFB ("Flipbook Blending", Float) = 0 + + //# -------------------------------------------------------- + + [Toggle(_CFXR_SECONDCOLOR_LERP)] _UseSecondColor ("Secondary Vertex Color", Float) = 0 + //# IF_KEYWORD _CFXR_SECONDCOLOR_LERP + [NoScaleOffset] _SecondColorTex ("Second Color Map", 2D) = "black" {} + _SecondColorSmooth ("Second Color Smoothing", Range(0.0001,0.5)) = 0.2 + //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_CFXR_FONT_COLORS)] _UseFontColor ("Use Font Colors", Float) = 0 + +// //# -------------------------------------------------------- +// +// [Toggle(_CFXR_GRADIENTMAP)] _UseGradientMap ("Gradient Map", Float) = 0 +// //# IF_KEYWORD _CFXR_GRADIENTMAP +// [NoScaleOffset] _GradientMap ("Gradient Map", 2D) = "black" {} +// //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_CFXR_HDR_BOOST)] _HdrBoost ("Enable HDR Multiplier", Float) = 0 + //# IF_KEYWORD _CFXR_HDR_BOOST + _HdrMultiply ("HDR Multiplier", Float) = 2 + //# END_IF + + + // //# -------------------------------------------------------- + +// [Toggle(_CFXR_AMBIENT_LIGHTING)] _AmbientLighting ("Enable SH (Ambient, Light Probes)", Float) = 0 +// //# IF_KEYWORD _CFXR_AMBIENT_LIGHTING +// _AmbientColor ("Color Contribution", Range(0,1)) = 0.5 +// _AmbientIntensity ("Intensity", Range(0,1)) = 1.0 +// //# END_IF + + //# ======================================================== + //# Shadows + //# + + [KeywordEnum(Off,On,CustomTexture)] _CFXR_DITHERED_SHADOWS ("Dithered Shadows", Float) = 0 + //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + _ShadowStrength ("Shadows Strength Max", Range(0,1)) = 1.0 + //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + _DitherCustom ("Dithering 3D Texture", 3D) = "black" {} + //# END_IF + //# END_IF + +// _ReceivedShadowsStrength ("Received Shadows Strength", Range(0,1)) = 0.5 + } + + Category + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + } + + Blend [_SrcBlend] [_DstBlend], One One + ZWrite [_ZWrite] + Cull Off + + //================================================================================================================================ + // Includes & Code + + CGINCLUDE + + #include "UnityCG.cginc" + #include "UnityStandardUtils.cginc" + #include "AutoLight.cginc" + + CBUFFER_START(UnityPerMaterial) + + sampler2D _MainTex; + sampler2D _OverlayTex; + float4 _OverlayTex_Scroll; + half _AmbientColor; + half _AmbientIntensity; + + sampler2D _DissolveTex; + half _InvertDissolveTex; + half _DissolveSmooth; + + sampler2D _DistortTex; + half4 _DistortScrolling; + half _Distort; + half _FadeAlongU; + + // sampler2D _GradientMap; + + sampler2D _SecondColorTex; + half _SecondColorSmooth; + + half _HdrMultiply; + + half _ReceivedShadowsStrength; + + half _Cutoff; + + UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); + half _SoftParticlesFadeDistanceNear; + half _SoftParticlesFadeDistanceFar; + half _EdgeFadePow; + + float _ShadowStrength; + sampler3D _DitherMaskLOD; + sampler3D _DitherCustom; + float4 _DitherCustom_TexelSize; + + CBUFFER_END + + // -------------------------------- + // Input/output + + struct appdata + { + float4 vertex : POSITION; + half4 color : COLOR; + float4 texcoord : TEXCOORD0; //xy = uv, zw = random + float4 texcoord1 : TEXCOORD1; //additional particle data: x = dissolve, y = animFrame + float4 texcoord2 : TEXCOORD2; //additional particle data: second color + #if PASS_SHADOW_CASTER || _CFXR_EDGE_FADING || _CFXR_AMBIENT_LIGHTING + float3 normal : NORMAL; + #endif + }; + + // vertex to fragment + struct v2f + { + float4 pos : SV_POSITION; + half4 color : COLOR; + float4 uv_random : TEXCOORD0; //uv + particle data + float4 custom1 : TEXCOORD1; //additional particle data + #if _CFXR_SECONDCOLOR_LERP || _CFXR_FONT_COLORS + float4 secondColor : TEXCOORD2; + #endif + #if ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP)) && defined(_FADING_ON)) + float4 projPos : TEXCOORD3; + #endif + #if !PASS_SHADOW_CASTER + UNITY_FOG_COORDS(4) //note: does nothing if fog is not enabled + // SHADOW_COORDS(4) + #endif + }; + + // vertex to fragment (shadow caster) + struct v2f_shadowCaster + { + V2F_SHADOW_CASTER_NOPOS + half4 color : COLOR; + float4 uv_random : TEXCOORD1; //uv + particle data + float4 custom1 : TEXCOORD2; //additional particle data + }; + + // -------------------------------- + + #include "CFXR.cginc" + + // -------------------------------- + // Vertex + + #if PASS_SHADOW_CASTER + void vertex_program (appdata v, out v2f_shadowCaster o, out float4 opos : SV_POSITION) + #else + v2f vertex_program (appdata v) + #endif + { + #if !PASS_SHADOW_CASTER + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + #endif + + o.color = v.color; + o.uv_random = v.texcoord; + o.custom1 = v.texcoord1; + #if _CFXR_SECONDCOLOR_LERP || _CFXR_FONT_COLORS + o.secondColor = v.texcoord2; + #endif + + /* + #if _CFXR_AMBIENT_LIGHTING + #ifdef UNITY_SAMPLE_FULL_SH_PER_PIXEL + #undef UNITY_SAMPLE_FULL_SH_PER_PIXEL + #endif + half3 shColor = ShadeSHPerVertex(v.normal.xyz, half3(0,0,0)); + #ifdef UNITY_COLORSPACE_GAMMA + shColor = LinearToGammaSpace(shColor); + #endif + shColor = lerp(Luminance(shColor), shColor, _AmbientColor); + o.color.rgb = lerp(half3(1,1,1), shColor.rgb, _AmbientIntensity); + #endif + */ + + /* + #if !PASS_SHADOW_CASTER + // Shadows Receiving + TRANSFER_SHADOW(o); + #endif + */ + + #if PASS_SHADOW_CASTER + vert(v, o, opos); + #else + return vert(v, o); + #endif + } + + // -------------------------------- + // Fragment + + #if PASS_SHADOW_CASTER + float4 fragment_program (v2f_shadowCaster i, UNITY_VPOS_TYPE vpos : VPOS) : SV_Target + #else + half4 fragment_program (v2f i) : SV_Target + #endif + { + // ================================================================ + // UV Distortion + + #if _CFXR_UV_DISTORTION + #if _CFXR_UV2_DISTORTION + float2 uvDistortion = tex2D(_DistortTex, (i.custom1.xy * _DistortScrolling.zw + i.uv_random.zw + frac(_DistortScrolling.xy * _Time.yy))); + #else + float2 uvDistortion = tex2D(_DistortTex, (i.uv_random.xy * _DistortScrolling.zw + i.uv_random.zw + frac(_DistortScrolling.xy * _Time.yy))); + #endif + + #if _CFXR_UV_DISTORTION_ADD + uvDistortion = i.uv_random.xy + uvDistortion * _Distort; + #else + uvDistortion = lerp(i.uv_random.xy, uvDistortion, _Distort); + #endif + + if (_FadeAlongU > 0) + { + uvDistortion = lerp(i.uv_random.xy, uvDistortion, i.uv_random.y * 0.5); + } + + #define main_uv uvDistortion + #else + #define main_uv i.uv_random + #endif + + // ================================================================ + // Color & Alpha + + #if _CFXR_SINGLE_CHANNEL + half4 mainTex = half4(1, 1, 1, tex2D(_MainTex, main_uv.xy).r); + #else + half4 mainTex = tex2D(_MainTex, main_uv.xy); + #endif + + #ifdef _FLIPBOOK_BLENDING + #if _CFXR_SINGLE_CHANNEL + half4 mainTex2 = tex2D(_MainTex, i.uv_random.zw).r; + #else + half4 mainTex2 = tex2D(_MainTex, i.uv_random.zw); + #endif + mainTex = lerp(mainTex, mainTex2, i.custom1.y); + #endif + + #if _CFXR_OVERLAYTEX_1X + float2 timeOffset = frac(_Time.yy * _OverlayTex_Scroll.xy); + float2 overlayUv = ((i.uv_random.xy + i.uv_random.zw) * _OverlayTex_Scroll.zz) + timeOffset; + half4 overlay = tex2D(_OverlayTex, overlayUv).r; + #elif _CFXR_OVERLAYTEX_2X + float2 timeOffset = frac(_Time.yy * _OverlayTex_Scroll.xy); + float2 overlayUv = ((i.uv_random.xy + i.uv_random.zw) * _OverlayTex_Scroll.zz) + timeOffset; + half4 overlay = tex2D(_OverlayTex, overlayUv).r; + + overlayUv = ((i.uv_random.xy + i.uv_random.wz) * _OverlayTex_Scroll.ww) + timeOffset; + half4 overlay2 = tex2D(_OverlayTex, overlayUv).r; + mainTex.a *= (overlay.r + overlay2.r) / 2.0; + #endif + + #if _CFXR_OVERLAYTEX_1X || _CFXR_OVERLAYTEX_2X + #if _CFXR_OVERLAYBLEND_A + mainTex.a *= overlay.r; + #elif _CFXR_OVERLAYBLEND_RGB + mainTex.rgb *= overlay.rgb; + #else + mainTex.rgba *= overlay.rgba; + #endif + #endif + + /* + #if _CFXR_GRADIENTMAP + mainTex.rgb = tex2D(_GradientMap, mainTex.a).rgb; + #endif + */ + + #if _CFXR_FONT_COLORS + half3 particleColor = mainTex.b * i.color.rgb + mainTex.g * i.custom1.rgb + mainTex.r * i.secondColor.rgb; + half particleAlpha = mainTex.a * i.color.a; + #else + half3 particleColor = mainTex.rgb * i.color.rgb; + half particleAlpha = mainTex.a * i.color.a; + #endif + + #if _CFXR_SECONDCOLOR_LERP + half secondColorMap = tex2D(_SecondColorTex, i.uv_random.xy).r; + float time = lerp(-_SecondColorSmooth, 1+_SecondColorSmooth, i.secondColor.a); + secondColorMap = smoothstep(secondColorMap - _SecondColorSmooth, secondColorMap + _SecondColorSmooth, time); + particleColor.rgb += i.secondColor.rgb * secondColorMap; + #endif + + #if _CFXR_HDR_BOOST + #ifdef UNITY_COLORSPACE_GAMMA + _HdrMultiply = LinearToGammaSpaceApprox(_HdrMultiply); + #endif + particleColor.rgb *= _HdrMultiply * GLOBAL_HDR_MULTIPLIER; + #endif + + /* + #if !PASS_SHADOW_CASTER + // Shadows Receiving + half shadows = SHADOW_ATTENUATION(i); + particleColor.rgb *= saturate(shadows + (1.0 - _ReceivedShadowsStrength)); + #endif + */ + + // ================================================================ + // Dissolve + + #if _CFXR_DISSOLVE + half dissolveTex = tex2D(_DissolveTex, i.uv_random.xy).r; + dissolveTex = _InvertDissolveTex <= 0 ? 1 - dissolveTex : dissolveTex; + half dissolveTime = i.custom1.x; + #else + half dissolveTex = 0; + half dissolveTime = 0; + #endif + + // ================================================================ + // + + #if PASS_SHADOW_CASTER + return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime); + #else + return frag(i, particleColor, particleAlpha, dissolveTex, dissolveTime); + #endif + } + + ENDCG + + //==================================================================================================================================== + // Universal Rendering Pipeline + + Subshader + { + Pass + { + Name "BASE_URP" + Tags { "LightMode"="UniversalForward" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + #pragma multi_compile_particles + #pragma multi_compile_fog + //#pragma multi_compile_fwdbase + //#pragma multi_compile SHADOWS_SCREEN + + #pragma multi_compile CFXR_URP + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_UV_DISTORTION + #pragma shader_feature_local _ _CFXR_UV2_DISTORTION + #pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD + // #pragma shader_feature_local _ _CFXR_GRADIENTMAP + #pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS + #pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X + #pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB + #pragma shader_feature_local _ _CFXR_HDR_BOOST + #pragma shader_feature_local _ _CFXR_EDGE_FADING + // #pragma shader_feature_local _ _CFXR_AMBIENT_LIGHTING + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _FLIPBOOK_BLENDING + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + + ENDCG + } + + // Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword + Pass + { + Name "BASE_URP" + Tags { "LightMode"="Universal2D" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + #pragma multi_compile_particles + #pragma multi_compile_fog + //#pragma multi_compile_fwdbase + //#pragma multi_compile SHADOWS_SCREEN + + #pragma multi_compile CFXR_URP + #pragma multi_compile DISABLE_SOFT_PARTICLES + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_UV_DISTORTION + #pragma shader_feature_local _ _CFXR_UV2_DISTORTION + #pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD + // #pragma shader_feature_local _ _CFXR_GRADIENTMAP + #pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS + #pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X + #pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB + #pragma shader_feature_local _ _CFXR_HDR_BOOST + #pragma shader_feature_local _ _CFXR_EDGE_FADING + // #pragma shader_feature_local _ _CFXR_AMBIENT_LIGHTING + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _FLIPBOOK_BLENDING + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + + ENDCG + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + BlendOp Add + Blend One Zero + ZWrite On + Cull Off + + CGPROGRAM + + #pragma multi_compile PASS_SHADOW_CASTER + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_UV_DISTORTION + #pragma shader_feature_local _ _CFXR_UV2_DISTORTION + #pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD + #pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X + #pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB + #pragma shader_feature_local _ _FLIPBOOK_BLENDING + + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #pragma multi_compile_shadowcaster + #pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + + #if _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + #pragma target 3.0 //needed for VPOS + #endif + + ENDCG + } + } + + //==================================================================================================================================== + // Built-in Rendering Pipeline + + SubShader + { + Pass + { + Name "BASE" + Tags { "LightMode"="ForwardBase" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + #pragma multi_compile_particles + #pragma multi_compile_fog + //#pragma multi_compile_fwdbase + //#pragma multi_compile SHADOWS_SCREEN + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_UV_DISTORTION + #pragma shader_feature_local _ _CFXR_UV2_DISTORTION + #pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD + // #pragma shader_feature_local _ _CFXR_GRADIENTMAP + #pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS + #pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X + #pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB + #pragma shader_feature_local _ _CFXR_HDR_BOOST + #pragma shader_feature_local _ _CFXR_EDGE_FADING + // #pragma shader_feature_local _ _CFXR_AMBIENT_LIGHTING + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _FLIPBOOK_BLENDING + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + + ENDCG + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + BlendOp Add + Blend One Zero + ZWrite On + Cull Off + + CGPROGRAM + + #pragma multi_compile PASS_SHADOW_CASTER + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_UV_DISTORTION + #pragma shader_feature_local _ _CFXR_UV2_DISTORTION + #pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD + #pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X + #pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB + #pragma shader_feature_local _ _FLIPBOOK_BLENDING + + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #pragma multi_compile_shadowcaster + #pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + + #if _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + #pragma target 3.0 //needed for VPOS + #endif + + ENDCG + } + } + } + + CustomEditor "CartoonFX.MaterialInspector" +} + diff --git a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader.meta b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader.meta new file mode 100644 index 0000000..a57bbe4 --- /dev/null +++ b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader.meta @@ 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Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR.cginc @@ -0,0 +1,168 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + + +// Change this value if you want to globally scale the HDR effects +#define GLOBAL_HDR_MULTIPLIER 1 + + +// Uncomment this line if you want to globally disable soft particles +// #define DISABLE_SOFT_PARTICLES + + +//-------------------------------------------------------------------------------------------------------------------------------- + +#if CFXR_URP + float LinearEyeDepthURP(float depth, float4 zBufferParam) + { + return 1.0 / (zBufferParam.z * depth + zBufferParam.w); + } + + float SoftParticles(float near, float far, float4 projection) + { + float fade = 1; + if (near > 0.0 || far > 0.0) + { + float sceneZ = LinearEyeDepthURP(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(projection)).r, _ZBufferParams); + fade = saturate (far * ((sceneZ - near) - projection.z)); + } + return fade; + } +#else + float SoftParticles(float near, float far, float4 projection) + { + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(projection))); \ + float fade = saturate (far * ((sceneZ - near) - projection.z)); \ + return fade; + } +#endif + + + + float LinearToGammaSpaceApprox(float value) + { + return max(1.055h * pow(value, 0.416666667h) - 0.055h, 0.h); + } + + //Macros + + // Project Position + #if !defined(DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP)) && defined(_FADING_ON)) + #define vertProjPos(o, clipPos) \ + o.projPos = ComputeScreenPos(clipPos); \ + COMPUTE_EYEDEPTH(o.projPos.z); + #else + #define vertProjPos(o, clipPos) + #endif + + // Soft Particles + #if !defined(DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP)) && defined(_FADING_ON)) + #define fragSoftParticlesFade(i, color) \ + color *= SoftParticles(_SoftParticlesFadeDistanceNear, _SoftParticlesFadeDistanceFar, i.projPos); + #else + #define fragSoftParticlesFade(i, color) + #endif + + // Edge fade (note: particle meshes are already in world space) + #if defined(_CFXR_EDGE_FADING) + #define vertEdgeFade(v, color) \ + float3 viewDir = UnityWorldSpaceViewDir(v.vertex); \ + float ndv = abs(dot(normalize(viewDir), v.normal.xyz)); \ + color *= saturate(pow(ndv, _EdgeFadePow)); + #else + #define vertEdgeFade(v, color) + #endif + + // Fog + #if _ALPHABLEND_ON + #define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, unity_FogColor); + #elif _ALPHAPREMULTIPLY_ON + #define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, alpha * unity_FogColor); + #elif _CFXR_ADDITIVE + #define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, half4(0, 0, 0, 0)); + #elif _ALPHAMODULATE_ON + #define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, half4(1, 1, 1, 1)); + #else + #define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, unity_FogColor); + #endif + + // Vertex program + #if PASS_SHADOW_CASTER + void vert(appdata v, v2f_shadowCaster o, out float4 opos) + #else + v2f vert(appdata v, v2f o) + #endif + { + UNITY_TRANSFER_FOG(o, o.pos); + vertProjPos(o, o.pos); + vertEdgeFade(v, o.color.a); + + #if PASS_SHADOW_CASTER + TRANSFER_SHADOW_CASTER_NOPOS(o, opos); + #else + return o; + #endif + } + + // Fragment program + #if PASS_SHADOW_CASTER + float4 frag(v2f_shadowCaster i, UNITY_VPOS_TYPE vpos, half3 particleColor, half particleAlpha, half dissolve, half dissolveTime) : SV_Target + #else + half4 frag(v2f i, half3 particleColor, half particleAlpha, half dissolve, half dissolveTime) : SV_Target + #endif + { + //Blending + #if _ALPHAPREMULTIPLY_ON + particleColor *= particleAlpha; + #endif + #if _ALPHAMODULATE_ON + particleColor.rgb = lerp(float3(1,1,1), particleColor.rgb, particleAlpha); + #endif + + #if _CFXR_DISSOLVE + // Dissolve + half time = lerp(-_DissolveSmooth, 1+_DissolveSmooth, dissolveTime); + particleAlpha *= smoothstep(dissolve - _DissolveSmooth, dissolve + _DissolveSmooth, time); + #endif + + #if _ALPHATEST_ON + clip(particleAlpha - _Cutoff); + #endif + + // Fog & Soft Particles + applyFog(i, particleColor, particleAlpha); + fragSoftParticlesFade(i, particleAlpha); + + // Prevent alpha from exceeding 1 + particleAlpha = min(particleAlpha, 1.0); + + #if !PASS_SHADOW_CASTER + return float4(particleColor, particleAlpha); + #else + + //-------------------------------------------------------------------------------------------------------------------------------- + // Shadow Caster Pass + + #if _CFXR_ADDITIVE + half alpha = max(particleColor.r, max(particleColor.g, particleColor.b)); + #else + half alpha = particleAlpha; + #endif + + #if _CFXR_DITHERED_SHADOWS_ON || 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