add some extra assets FX and SFX
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Shader "Custom/Ice" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_FresnelColor ("_FresnelColor", Color) = (1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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_BumpAmt ("Distortion", range (0,1000)) = 10
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_Fresnel ("Fresnel", Range(1.0,12.0)) = 3.0
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_marchDistance ("March Distance", Float) = 3.0
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_numSteps ("Steps", Float) = 4.0
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_Ramp ("Ramp", 2D) = "white" {}
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_InnerRamp ("_InnerRamp", 2D) = "white" {}
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}
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SubShader {
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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LOD 200
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GrabPass {
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Name "BASE"
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Tags { "LightMode" = "Always" }
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}
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Pass {
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Name "BASE"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvbump : TEXCOORD1;
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float2 uvmain : TEXCOORD2;
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UNITY_FOG_COORDS(3)
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};
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float _BumpAmt;
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float4 _BumpMap_ST;
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
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o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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sampler2D _GrabTexture;
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float4 _GrabTexture_TexelSize;
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sampler2D _BumpMap;
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sampler2D _MainTex;
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half4 frag (v2f i) : SV_Target
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{
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// calculate perturbed coordinates
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half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z
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float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
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i.uvgrab.xy = offset + i.uvgrab.xy;
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half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
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//half4 tint = tex2D(_MainTex, i.uvmain);
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//col *= tint;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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//Blend SrcBlend OneMinusSrcAlpha
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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//#pragma surface surf Standard alpha:fade fullforwardshadows
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#pragma surface surf RampSpec alpha:fade fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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#include "UnityPBSLighting.cginc"
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _Ramp, _InnerRamp;
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struct Input {
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float2 uv_MainTex;
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float2 uv_BumpMap;
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float3 viewDir;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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float _Fresnel;
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fixed3 _FresnelColor;
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fixed _marchDistance, _numSteps;
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half3 RampShading (float3 normal, half3 lightDir, half3 viewDir, half3 lightCol) {
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half NdotL = dot (normal, lightDir);
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half diff = NdotL * 0.5 + 0.5;
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half3 ramp = tex2D (_Ramp, float2(diff, 0.5)).rgb;
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half3 c;
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c.rgb = ramp * lightCol;
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return c;
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}
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half4 LightingRampSpec(SurfaceOutputStandardSpecular s, half3 viewDir, UnityGI gi)
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{
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s.Normal = normalize(s.Normal);
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// energy conservation
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half oneMinusReflectivity;
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s.Albedo = EnergyConservationBetweenDiffuseAndSpecular(s.Albedo, s.Specular, /*out*/ oneMinusReflectivity);
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// shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
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// this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha
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half outputAlpha;
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s.Albedo = PreMultiplyAlpha(s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha);
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half4 c = UNITY_BRDF_PBS(s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect);
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c.rgb += RampShading(s.Normal, gi.light.dir, viewDir, gi.light.color) * _Color;
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//c.rgb += SubsurfaceShadingSimple(_InternalColor, s.Normal, viewDir, s.Alpha*_SSS, gi.light.dir, gi.light.color);
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c.a = outputAlpha;
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return c;
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}
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inline void LightingRampSpec_GI(
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SurfaceOutputStandardSpecular s,
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UnityGIInput data,
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inout UnityGI gi)
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{
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#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS
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gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal);
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#else
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Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.Smoothness, data.worldViewDir, s.Normal, s.Specular);
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gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal, g);
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#endif
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}
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void surf(Input IN, inout SurfaceOutputStandardSpecular o) {
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// Albedo comes from a texture tinted by color
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fixed4 c = _Color;
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//half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg;
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//Inner structure parallax
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float3 InnerStructure = float3(0, 0, 0);
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float2 UV = IN.uv_MainTex;
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float offset = 1;
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for (float d = 0.0; d < _marchDistance; d += _marchDistance / _numSteps)
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{
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UV -= (IN.viewDir*d)/_numSteps * tex2D (_MainTex, IN.uv_MainTex).g;
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float4 Ldensity = tex2D(_MainTex, UV).r;
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InnerStructure += saturate(Ldensity[0])*tex2D(_InnerRamp, float2(1/_numSteps * offset, 0.5));
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offset ++;
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}
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// Metallic and smoothness come from slider variables
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o.Normal = UnpackScaleNormal (tex2D (_BumpMap, IN.uv_BumpMap), 0.2);
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half rim = saturate(dot (normalize(IN.viewDir), o.Normal));
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half rim2 = 1 - saturate(dot (normalize(IN.viewDir), o.Normal));
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float fresnel = pow(rim2, _Fresnel);// + pow(rim2, _Fresnel);
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o.Alpha = clamp(c.a + fresnel + InnerStructure, 0, 1) + 0.2;
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o.Albedo = _Color + InnerStructure * _FresnelColor;
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o.Specular = _Metallic;
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o.Smoothness = _Glossiness;
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//o.Emission = SubsurfaceShadingSimple(_InternalColor, o.Normal, IN.viewDir, c.a*_SSS, IN.lightDir, _LightColor0);
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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