From 27ae3cb7e174e8dee0ed337ba642e621282ffa3a Mon Sep 17 00:00:00 2001 From: Stefan Lopuszanski Date: Mon, 20 Jul 2020 22:25:50 -0400 Subject: [PATCH] Fixing Particles & Floor Height --- .../{JMO Assets.meta => Art/Audio/Music.meta} | 2 +- .../DOTween.meta} | 2 +- .../CFX Prefabs (Mobile)/Fire.meta | 8 - .../Fire/Flames Looped.meta | 8 - .../CFX Prefabs (Mobile)/Hits.meta | 8 - .../CFX Prefabs (Mobile)/Misc.meta | 8 - .../CFX Prefabs (Mobile)/Smoke.meta | 8 - .../Cartoon FX (legacy)/CFX Prefabs.meta | 8 - .../CFX Prefabs/Explosions.meta | 8 - .../Cartoon FX (legacy)/CFX Prefabs/Fire.meta | 8 - .../CFX Prefabs/Fire/Flames Looped.meta | 8 - .../Cartoon FX (legacy)/CFX Prefabs/Hits.meta | 8 - .../Cartoon FX (legacy)/CFX Prefabs/Misc.meta | 8 - .../CFX Prefabs/Smoke.meta | 8 - .../JMO Assets/Cartoon FX (legacy)/Demo.meta | 8 - .../Materials (Mobile).meta | 8 - .../Cartoon FX (legacy)/Materials.meta | 8 - .../Cartoon FX (legacy)/Materials/Misc.meta | 8 - .../Materials/Misc/CFX_Bubble.mat | 38 - .../Materials/Misc/CFX_Bubble.mat.meta | 2 - .../Cartoon FX (legacy)/Textures.meta | 8 - .../Textures/CFX_T_Bubble.png | 3 - .../Textures/CFX_T_Bubble.png.meta | 33 - .../JMO Assets/Cartoon FX Easy Editor.meta | 8 - .../JMO Assets/Cartoon FX Remaster.meta | 8 - .../Cartoon FX Remaster/CFXR Assets.meta | 8 - .../CFXR Assets/Graphics.meta | 8 - .../Graphics/cfxr electric arc anim x4.mat | 133 - .../cfxr electric arc anim x4.mat.meta | 8 - .../Graphics/cfxr electric arc anim x4.png | 3 - .../cfxr electric arc anim x4.png.meta | 110 - .../cfxr electric arcs fade x4 hdr ab.mat | 134 - ...cfxr electric arcs fade x4 hdr ab.mat.meta | 8 - .../Graphics/cfxr electric arcs fade x4.png | 3 - .../cfxr electric arcs fade x4.png.meta | 110 - .../Graphics/cfxr electric arcs x4 hdr ab.mat | 116 - .../cfxr electric arcs x4 hdr ab.mat.meta | 8 - .../Graphics/cfxr electric arcs x4.png | 3 - .../Graphics/cfxr electric arcs x4.png.meta | 110 - .../cfxr electric small anim 4x2 hdr.mat | 116 - .../cfxr electric small anim 4x2 hdr.mat.meta | 8 - .../Graphics/cfxr electric small anim 4x2.png | 3 - .../cfxr electric small anim 4x2.png.meta | 110 - .../cfxr electric small anim2 7x2 ab.mat | 67 - .../cfxr electric small anim2 7x2 ab.mat.meta | 2 - .../cfxr electric small anim2 7x2 mesh.asset | 3 - ...r electric small anim2 7x2 mesh.asset.meta | 8 - .../cfxr electric small anim2 7x2.png | 3 - .../cfxr electric small anim2 7x2.png.meta | 110 - .../Graphics/cfxr electric spark.png | 3 - .../Graphics/cfxr electric spark.png.meta | 99 - .../Graphics/cfxr electric sparks ab.mat | 115 - .../Graphics/cfxr electric sparks ab.mat.meta | 8 - .../Graphics/cfxr electric sparks hdr ab.mat | 133 - .../cfxr electric sparks hdr ab.mat.meta | 8 - .../Graphics/cfxr ember blur hdr ab.mat | 129 - .../Graphics/cfxr ember blur hdr ab.mat.meta | 8 - .../CFXR Assets/Graphics/cfxr ember blur.png | 3 - .../Graphics/cfxr ember blur.png.meta | 99 - .../cfxr explosion second color map.png | 3 - .../cfxr explosion second color map.png.meta | 110 - .../Graphics/cfxr explosion smoke alpha.png | 3 - .../cfxr explosion smoke alpha.png.meta | 110 - .../cfxr explosion smoke dissolve.png | 3 - .../cfxr explosion smoke dissolve.png.meta | 110 - .../Graphics/cfxr fire blur fade hdr ab.mat | 88 - .../cfxr fire blur fade hdr ab.mat.meta | 8 - .../Graphics/cfxr fire circle blur hdr ab.mat | 86 - .../cfxr fire circle blur hdr ab.mat.meta | 8 - .../Graphics/cfxr fire circle blur.png | 3 - .../Graphics/cfxr fire circle blur.png.meta | 110 - .../cfxr fire circle crisp hdr ab.mat | 86 - .../cfxr fire circle crisp hdr ab.mat.meta | 8 - .../Graphics/cfxr fire circle crisp.png | 3 - .../Graphics/cfxr fire circle crisp.png.meta | 110 - .../cfxr fire circle plain hdr ab.mat | 86 - .../cfxr fire circle plain hdr ab.mat.meta | 8 - .../Graphics/cfxr fire circle plain.png | 3 - .../Graphics/cfxr fire circle plain.png.meta | 110 - .../Graphics/cfxr fire crisp fade hdr ab.mat | 86 - .../cfxr fire crisp fade hdr ab.mat.meta | 8 - .../Graphics/cfxr fire plain fade hdr ab.mat | 86 - .../cfxr fire plain fade hdr ab.mat.meta | 8 - .../Graphics/cfxr fire small anim hdr ab.mat | 85 - .../cfxr fire small anim hdr ab.mat.meta | 8 - .../Graphics/cfxr fire small anim.png | 3 - .../Graphics/cfxr fire small anim.png.meta | 110 - .../cfxr flamme blur mid fine hdr ab.mat | 85 - .../cfxr flamme blur mid fine hdr ab.mat.meta | 8 - .../Graphics/cfxr flamme blur mid hdr ab.mat | 85 - .../cfxr flamme blur mid hdr ab.mat.meta | 8 - .../cfxr flamme blur stable fine hdr ab.mat | 85 - ...xr flamme blur stable fine hdr ab.mat.meta | 8 - .../cfxr flamme blur stable hdr ab.mat | 85 - .../cfxr flamme blur stable hdr ab.mat.meta | 8 - .../cfxr flamme blur unstable fine hdr ab.mat | 85 - ... flamme blur unstable fine hdr ab.mat.meta | 8 - .../cfxr flamme blur unstable hdr ab.mat | 85 - .../cfxr flamme blur unstable hdr ab.mat.meta | 8 - .../CFXR Assets/Graphics/cfxr flamme blur.png | 3 - .../Graphics/cfxr flamme blur.png.meta | 110 - .../Graphics/cfxr flamme candle hdr ab.mat | 88 - .../cfxr flamme candle hdr ab.mat.meta | 8 - .../cfxr flamme candle unstable hdr ab.mat | 85 - ...fxr flamme candle unstable hdr ab.mat.meta | 8 - .../Graphics/cfxr flamme candle.png | 3 - .../Graphics/cfxr flamme candle.png.meta | 99 - .../cfxr flamme crisp mid fine hdr ab.mat | 85 - ...cfxr flamme crisp mid fine hdr ab.mat.meta | 8 - .../Graphics/cfxr flamme crisp mid hdr ab.mat | 85 - .../cfxr flamme crisp mid hdr ab.mat.meta | 8 - .../cfxr flamme crisp stable fine hdr ab.mat | 85 - ...r flamme crisp stable fine hdr ab.mat.meta | 8 - .../cfxr flamme crisp stable hdr ab.mat | 85 - .../cfxr flamme crisp stable hdr ab.mat.meta | 8 - ...cfxr flamme crisp unstable fine hdr ab.mat | 85 - ...flamme crisp unstable fine hdr ab.mat.meta | 8 - .../cfxr flamme crisp unstable hdr ab.mat | 85 - ...cfxr flamme crisp unstable hdr ab.mat.meta | 8 - .../Graphics/cfxr flamme crisp.png | 3 - .../Graphics/cfxr flamme crisp.png.meta | 110 - .../cfxr flamme plain mid fine hdr ab.mat | 85 - ...cfxr flamme plain mid fine hdr ab.mat.meta | 8 - .../Graphics/cfxr flamme plain mid hdr ab.mat | 85 - .../cfxr flamme plain mid hdr ab.mat.meta | 8 - .../cfxr flamme plain stable fine hdr ab.mat | 85 - ...r flamme plain stable fine hdr ab.mat.meta | 8 - .../cfxr flamme plain stable hdr ab.mat | 85 - .../cfxr flamme plain stable hdr ab.mat.meta | 8 - ...cfxr flamme plain unstable fine hdr ab.mat | 85 - ...flamme plain unstable fine hdr ab.mat.meta | 8 - .../cfxr flamme plain unstable hdr ab.mat | 85 - ...cfxr flamme plain unstable hdr ab.mat.meta | 8 - .../Graphics/cfxr flamme plain.png | 3 - .../Graphics/cfxr flamme plain.png.meta | 110 - .../CFXR Assets/Graphics/cfxr flare add.mat | 95 - .../Graphics/cfxr flare add.mat.meta | 8 - .../CFXR Assets/Graphics/cfxr flare.png | 3 - .../CFXR Assets/Graphics/cfxr flare.png.meta | 99 - .../Graphics/cfxr hit triangle 2.png | 3 - .../Graphics/cfxr hit triangle 2.png.meta | 110 - .../cfxr hit triangle diamond dissolve.png | 3 - ...fxr hit triangle diamond dissolve.png.meta | 110 - .../Graphics/cfxr hit triangle dissolve.png | 3 - .../cfxr hit triangle dissolve.png.meta | 110 - .../Graphics/cfxr hit triangle.png | 3 - .../Graphics/cfxr hit triangle.png.meta | 110 - .../Graphics/cfxr line loop electric ab.mat | 116 - .../cfxr line loop electric ab.mat.meta | 8 - .../cfxr line loop electric hdr ab.mat | 130 - .../cfxr line loop electric hdr ab.mat.meta | 8 - .../Graphics/cfxr line loop electric.png | 3 - .../Graphics/cfxr line loop electric.png.meta | 110 - .../Graphics/cfxr proc glow soft add.mat | 54 - .../Graphics/cfxr proc glow soft add.mat.meta | 8 - .../cfxr proc glow soft ground nosp add.mat | 53 - ...xr proc glow soft ground nosp add.mat.meta | 8 - .../Graphics/cfxr proc glow soft hdr ab.mat | 53 - .../cfxr proc glow soft hdr ab.mat.meta | 8 - .../cfxr proc glow soft invert ab.mat | 53 - .../cfxr proc glow soft invert ab.mat.meta | 8 - .../cfxr proc glow soft invert add.mat | 51 - .../cfxr proc glow soft invert add.mat.meta | 8 - .../cfxr proc glow soft invert hdr ab.mat | 53 - ...cfxr proc glow soft invert hdr ab.mat.meta | 8 - .../Graphics/cfxr proc glow soft nosp add.mat | 53 - .../cfxr proc glow soft nosp add.mat.meta | 8 - .../Graphics/cfxr proc glow soft p8 add.mat | 54 - .../cfxr proc glow soft p8 add.mat.meta | 8 - .../Graphics/cfxr proc ring ab.mat | 51 - .../Graphics/cfxr proc ring ab.mat.meta | 8 - .../Graphics/cfxr proc ring add.mat | 51 - .../Graphics/cfxr proc ring add.mat.meta | 8 - .../cfxr proc ring electric hdr ab.mat | 51 - .../cfxr proc ring electric hdr ab.mat.meta | 8 - .../Graphics/cfxr proc ring hdr ab.mat | 52 - .../Graphics/cfxr proc ring hdr ab.mat.meta | 8 - ... proc ring water ripple local space ab.mat | 52 - ... ring water ripple local space ab.mat.meta | 8 - ...c ring water ripple local space arc ab.mat | 52 - ...g water ripple local space arc ab.mat.meta | 8 - .../Graphics/cfxr ring electric.png | 3 - .../Graphics/cfxr ring electric.png.meta | 99 - .../cfxr ring ripple arc dissolve.png | 3 - .../cfxr ring ripple arc dissolve.png.meta | 110 - .../Graphics/cfxr ring ripple dissolve.png | 3 - .../cfxr ring ripple dissolve.png.meta | 110 - .../cfxr ring spikes revert hdr ab.mat | 86 - .../cfxr ring spikes revert hdr ab.mat.meta | 8 - .../Graphics/cfxr ring spikes revert.png | 3 - .../Graphics/cfxr ring spikes revert.png.meta | 110 - .../Graphics/cfxr smoke cloud corner ab.mat | 88 - .../cfxr smoke cloud corner ab.mat.meta | 8 - .../cfxr smoke cloud corner dissolve.png | 3 - .../cfxr smoke cloud corner dissolve.png.meta | 110 - .../Graphics/cfxr smoke cloud corner.png | 3 - .../Graphics/cfxr smoke cloud corner.png.meta | 99 - .../Graphics/cfxr smoke cloud x4 ab.mat | 89 - .../Graphics/cfxr smoke cloud x4 ab.mat.meta | 8 - .../cfxr smoke cloud x4 crisp dissolve ab.mat | 83 - ... smoke cloud x4 crisp dissolve ab.mat.meta | 8 - .../Graphics/cfxr smoke cloud x4 dissolve.png | 3 - .../cfxr smoke cloud x4 dissolve.png.meta | 110 - .../Graphics/cfxr smoke cloud x4 hdr ab.mat | 83 - .../cfxr smoke cloud x4 hdr ab.mat.meta | 8 - .../cfxr smoke cloud x4 second color ab.mat | 84 - ...xr smoke cloud x4 second color ab.mat.meta | 8 - .../Graphics/cfxr smoke cloud x4.png | 3 - .../Graphics/cfxr smoke cloud x4.png.meta | 110 - .../cfxr spikes half impact gradient.png | 3 - .../cfxr spikes half impact gradient.png.meta | 99 - .../cfxr spikes half impact hdr ab.mat | 66 - .../cfxr spikes half impact hdr ab.mat.meta | 8 - .../Graphics/cfxr spikes impact ab.mat | 42 - .../Graphics/cfxr spikes impact ab.mat.meta | 8 - .../Graphics/cfxr spikes impact add.mat | 86 - .../Graphics/cfxr spikes impact add.mat.meta | 8 - .../cfxr spikes impact dissolve ab.mat | 63 - .../cfxr spikes impact dissolve ab.mat.meta | 8 - .../cfxr spikes impact dissolve hdr ab.mat | 66 - ...fxr spikes impact dissolve hdr ab.mat.meta | 8 - .../Graphics/cfxr spikes impact dissolve.png | 3 - .../cfxr spikes impact dissolve.png.meta | 99 - .../Graphics/cfxr spikes impact hdr ab.mat | 57 - .../cfxr spikes impact hdr ab.mat.meta | 8 - .../Graphics/cfxr spikes impact mesh.asset | 3 - .../cfxr spikes impact mesh.asset.meta | 8 - .../Graphics/cfxr spikes impact.png | 3 - .../Graphics/cfxr spikes impact.png.meta | 110 - .../CFXR Assets/Graphics/cfxr star ab.mat | 86 - .../Graphics/cfxr star ab.mat.meta | 8 - .../Graphics/cfxr star blurred add.mat | 85 - .../Graphics/cfxr star blurred add.mat.meta | 8 - .../Graphics/cfxr star blurred.png | 3 - .../Graphics/cfxr star blurred.png.meta | 99 - .../CFXR Assets/Graphics/cfxr star mesh.asset | 3 - .../Graphics/cfxr star mesh.asset.meta | 8 - .../CFXR Assets/Graphics/cfxr star.png | 3 - .../CFXR Assets/Graphics/cfxr star.png.meta | 110 - .../Graphics/cfxr stretch ray blur add.mat | 90 - .../cfxr stretch ray blur add.mat.meta | 8 - .../Graphics/cfxr stretch ray blur.png | 3 - .../Graphics/cfxr stretch ray blur.png.meta | 99 - .../Graphics/cfxr stretch sipkes blur x2.png | 3 - .../cfxr stretch sipkes blur x2.png.meta | 99 - ...cfxr stretch sipkes dissolve smooth x2.png | 3 - ...stretch sipkes dissolve smooth x2.png.meta | 110 - .../cfxr stretch sipkes dissolve x2.png | 3 - .../cfxr stretch sipkes dissolve x2.png.meta | 110 - .../cfxr stretch sipkes x2 mesh.asset | 3 - .../cfxr stretch sipkes x2 mesh.asset.meta | 8 - .../Graphics/cfxr stretch sipkes x2.png | 3 - .../Graphics/cfxr stretch sipkes x2.png.meta | 99 - .../Graphics/cfxr stretch smoke arc ab.mat | 81 - .../cfxr stretch smoke arc ab.mat.meta | 8 - .../cfxr stretch smoke arc dissolve.png | 3 - .../cfxr stretch smoke arc dissolve.png.meta | 110 - .../Graphics/cfxr stretch smoke arc.png | 3 - .../Graphics/cfxr stretch smoke arc.png.meta | 110 - .../cfxr stretch spikes smooth x2 hdr ab.mat | 79 - ...r stretch spikes smooth x2 hdr ab.mat.meta | 8 - .../cfxr stretch spikes x2 hdr ab.mat | 65 - .../cfxr stretch spikes x2 hdr ab.mat.meta | 8 - .../Graphics/cfxr stretch trait ab.mat | 40 - .../Graphics/cfxr stretch trait ab.mat.meta | 8 - .../Graphics/cfxr stretch trait blur ab.mat | 80 - .../cfxr stretch trait blur ab.mat.meta | 8 - .../Graphics/cfxr stretch trait blur add.mat | 86 - .../cfxr stretch trait blur add.mat.meta | 8 - .../Graphics/cfxr stretch trait blur.png | 3 - .../Graphics/cfxr stretch trait blur.png.meta | 99 - .../Graphics/cfxr stretch trait hdr ab.mat | 62 - .../cfxr stretch trait hdr ab.mat.meta | 8 - .../Graphics/cfxr stretch trait.png | 3 - .../Graphics/cfxr stretch trait.png.meta | 99 - .../Graphics/cfxr stretch triangle add.mat | 85 - .../cfxr stretch triangle add.mat.meta | 8 - .../cfxr stretch triangle smooth add.mat | 87 - .../cfxr stretch triangle smooth add.mat.meta | 8 - .../cfxr stretch triangle to diamond ab.mat | 79 - ...xr stretch triangle to diamond ab.mat.meta | 8 - .../cfxr stretch triangle to diamond add.mat | 85 - ...r stretch triangle to diamond add.mat.meta | 8 - .../cfxr uv distortion fire perlin.png | 3 - .../cfxr uv distortion fire perlin.png.meta | 99 - .../cfxr uv distortion fire smudge.png | 3 - .../cfxr uv distortion fire smudge.png.meta | 99 - .../Graphics/cfxr water drop blur anim ab.mat | 115 - .../cfxr water drop blur anim ab.mat.meta | 8 - .../cfxr water drop blur anim hdr ab.mat | 115 - .../cfxr water drop blur anim hdr ab.mat.meta | 8 - .../Graphics/cfxr water drop blur anim.png | 3 - .../cfxr water drop blur anim.png.meta | 110 - .../Graphics/cfxr water foam ab.mat | 85 - .../Graphics/cfxr water foam ab.mat.meta | 8 - .../CFXR Assets/Graphics/cfxr water foam.png | 3 - .../Graphics/cfxr water foam.png.meta | 110 - ...er small splash hollow stretch nosp ab.mat | 89 - ...all splash hollow stretch nosp ab.mat.meta | 8 - ...mall splash hollow stretch nosp hdr ab.mat | 81 - ...splash hollow stretch nosp hdr ab.mat.meta | 8 - ...cfxr water small splash hollow stretch.png | 3 - ...water small splash hollow stretch.png.meta | 110 - ...fxr water small splash stretch nosp ab.mat | 85 - ...ater small splash stretch nosp ab.mat.meta | 8 - ...water small splash stretch nosp hdr ab.mat | 81 - ... small splash stretch nosp hdr ab.mat.meta | 8 - .../cfxr water small splash stretch.png | 3 - .../cfxr water small splash stretch.png.meta | 110 - .../CFXR Assets/Scripts.meta | 8 - .../Scripts/CFXR_Effect.CameraShake.cs | 236 - .../Scripts/CFXR_Effect.CameraShake.cs.meta | 11 - .../CFXR Assets/Scripts/CFXR_Effect.cs | 844 - .../CFXR Assets/Scripts/CFXR_Effect.cs.meta | 11 - .../CFXR Assets/Shaders.meta | 8 - .../Shaders/CFXR Particle Glow.shader | 404 - .../Shaders/CFXR Particle Glow.shader.meta | 9 - .../CFXR Particle Procedural Ring.shader | 511 - .../CFXR Particle Procedural Ring.shader.meta | 9 - .../Shaders/CFXR Particle Ubershader.shader | 655 - .../CFXR Particle Ubershader.shader.meta | 9 - .../CFXR Assets/Shaders/CFXR.cginc | 168 - .../CFXR Assets/Shaders/CFXR.cginc.meta | 9 - .../Cartoon FX Remaster/CFXR Prefabs.meta | 8 - .../CFXR Prefabs/Electric.meta | 8 - .../CFXR Prefabs/Explosions.meta | 8 - .../Explosions/CFXR Explosion Smoke 1.prefab | 14163 ------------ ...CFXR Explosion Smoke 2 Solo (HDR) 1.prefab | 18803 --------------- ...Explosion Smoke 2 Solo (HDR) 1.prefab.meta | 7 - .../CFXR Prefabs/Explosions/smokey boi.prefab | 19050 ---------------- .../Explosions/smokey boi.prefab.meta | 7 - .../CFXR Prefabs/Fire.meta | 8 - .../CFXR Prefabs/Impacts.meta | 8 - .../CFXR Prefabs/Liquids.meta | 8 - .../CFXR Prefabs/Misc.meta | 8 - .../Cartoon FX Remaster/Demo Assets.meta | 8 - .../Demo Assets/Kino Bloom.meta | 8 - .../Triggers.meta} | 2 +- .../Particles.meta} | 2 +- BOX-BUX/Assets/Prefabs/Trash Particle.prefab | 4756 ++++ .../Trash Particle.prefab.meta} | 2 +- BOX-BUX/Assets/Scenes/Main.unity | 4 +- .../com.unity.probuilder/Settings.json | 2 +- 343 files changed, 4764 insertions(+), 68621 deletions(-) rename BOX-BUX/Assets/{JMO Assets.meta => Art/Audio/Music.meta} (77%) rename BOX-BUX/Assets/{JMO Assets/Cartoon FX (legacy).meta => Demigiant/DOTween.meta} (77%) delete mode 100644 BOX-BUX/Assets/JMO Assets/Cartoon FX (legacy)/CFX Prefabs (Mobile)/Fire.meta delete mode 100644 BOX-BUX/Assets/JMO Assets/Cartoon FX (legacy)/CFX Prefabs (Mobile)/Fire/Flames Looped.meta delete mode 100644 BOX-BUX/Assets/JMO Assets/Cartoon FX (legacy)/CFX Prefabs (Mobile)/Hits.meta delete mode 100644 BOX-BUX/Assets/JMO Assets/Cartoon FX (legacy)/CFX Prefabs (Mobile)/Misc.meta delete mode 100644 BOX-BUX/Assets/JMO Assets/Cartoon FX (legacy)/CFX Prefabs (Mobile)/Smoke.meta delete mode 100644 BOX-BUX/Assets/JMO Assets/Cartoon FX (legacy)/CFX Prefabs.meta delete mode 100644 BOX-BUX/Assets/JMO Assets/Cartoon FX (legacy)/CFX Prefabs/Explosions.meta delete mode 100644 BOX-BUX/Assets/JMO Assets/Cartoon FX (legacy)/CFX Prefabs/Fire.meta delete mode 100644 BOX-BUX/Assets/JMO Assets/Cartoon FX (legacy)/CFX Prefabs/Fire/Flames Looped.meta delete mode 100644 BOX-BUX/Assets/JMO Assets/Cartoon FX (legacy)/CFX Prefabs/Hits.meta delete mode 100644 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a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs b/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs deleted file mode 100644 index 62f1a06..0000000 --- a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs +++ /dev/null @@ -1,236 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace CartoonFX -{ - [RequireComponent(typeof(ParticleSystem))] - public partial class CFXR_Effect : 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 deleted file mode 100644 index 8baa7fa..0000000 --- a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -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 deleted file mode 100644 index 763651c..0000000 --- a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs +++ /dev/null @@ -1,844 +0,0 @@ -//-------------------------------------------------------------------------------------------------------------------------------- -// 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 deleted file mode 100644 index f41ceb2..0000000 --- a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -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 deleted file mode 100644 index e862298..0000000 --- a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders.meta +++ /dev/null @@ -1,8 +0,0 @@ -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 deleted file mode 100644 index 7378013..0000000 --- a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader +++ /dev/null @@ -1,404 +0,0 @@ -//-------------------------------------------------------------------------------------------------------------------------------- -// 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 deleted file mode 100644 index ba1ffc3..0000000 --- a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -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 deleted file mode 100644 index d514677..0000000 --- a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader +++ /dev/null @@ -1,511 +0,0 @@ -//-------------------------------------------------------------------------------------------------------------------------------- -// 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 deleted file mode 100644 index f1d11ee..0000000 --- a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -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 deleted file mode 100644 index 059aaa7..0000000 --- a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader +++ /dev/null @@ -1,655 +0,0 @@ -//-------------------------------------------------------------------------------------------------------------------------------- -// 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 deleted file mode 100644 index a57bbe4..0000000 --- a/BOX-BUX/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: e198026df304af84a85675be636192ea -timeCreated: 1487089074 -licenseType: Store -ShaderImporter: - 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- -// 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 || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE - alpha = min(alpha, _ShadowStrength); - // Use dither mask for alpha blended shadows, based on pixel position xy - // and alpha level. 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