From 91aca2fde4910139e08958ced755e32395509d13 Mon Sep 17 00:00:00 2001 From: Casey Date: Sun, 5 Feb 2023 19:05:13 +1100 Subject: [PATCH] RAIN!!!!!!!!!!!!!!!!!!!!! --- Assets/Art Assets/IsRaining.meta | 8 + Assets/Art Assets/IsRaining/Materials.meta | 8 + .../Art Assets/IsRaining/Materials/VFX.meta | 8 + .../IsRaining/Materials/VFX/M_RainWindow.mat | 127 +++++ .../Materials/VFX/M_RainWindow.mat.meta | 8 + .../IsRaining/Materials/VFX/M_Rain_Impact.mat | 102 ++++ .../Materials/VFX/M_Rain_Impact.mat.meta | 8 + .../IsRaining/Materials/VFX/M_Rain_Streak.mat | 102 ++++ .../Materials/VFX/M_Rain_Streak.mat.meta | 8 + Assets/Art Assets/IsRaining/Prefabs.meta | 8 + .../IsRaining/Prefabs/P_Rain.prefab | 3 + .../IsRaining/Prefabs/P_Rain.prefab.meta | 7 + .../IsRaining/Prefabs/Plane_WindowRain.prefab | 3 + .../Prefabs/Plane_WindowRain.prefab.meta | 7 + Assets/Art Assets/IsRaining/Prefabs/VFX.meta | 8 + .../IsRaining/Prefabs/VFX/IsRaining.prefab | 3 + .../Prefabs/VFX/IsRaining.prefab.meta | 7 + 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Color) = (0.0235849,0.4647454,1,0) + _Streak_Speed("Streak_Speed", Range( 0 , 3)) = 0.3 + _Distort_Scale("Distort_Scale", Range( 0 , 10)) = 1 + _Distort_Amount("Distort_Amount", Range( 0 , 1)) = 1 + _Normal_Power("Normal_Power", Float) = 1 + _Splotch_Scale("Splotch_Scale", Float) = 5 + _Splotch_Speed("Splotch_Speed", Range( 0 , 1.5)) = 1 + _Splotch_Power("Splotch_Power", Range( 0 , 1)) = 1 + [Toggle(_OPACITYMASKTOGGLE_ON)] _OpacityMaskToggle("OpacityMaskToggle", Float) = 1 + _Opacity_Amount("Opacity_Amount", Range( 0 , 1)) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" } + Cull Back + CGINCLUDE + #include "UnityShaderVariables.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + #pragma shader_feature_local _OPACITYMASKTOGGLE_ON + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA 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mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 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