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***********************************
 | 
			
		||||
Lava Flowing Shader
 | 
			
		||||
Version 1.2
 | 
			
		||||
Date 22 July 2016
 | 
			
		||||
For Unity 5.3.5 or up
 | 
			
		||||
 | 
			
		||||
by Moonflower Carnivore
 | 
			
		||||
***********************************
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
Lava Flowing Shader allows you to create lava flowing effect on mesh/plane. 
 | 
			
		||||
It simulates the liquid distortion effect that a simple scrolling UV is 
 | 
			
		||||
incapable of. Please watch our youtube video of the effect:
 | 
			
		||||
https://www.youtube.com/watch?v=ItXkajNdp44
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
For detailed instructions about using this Lava Flowing Shader please 
 | 
			
		||||
read our online google doc here:
 | 
			
		||||
https://docs.google.com/document/d/1BkCaZLZ2feWL14LdHH_6GFnwTE3WilYUUSN5DMCbObE/edit?usp=sharing
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
We are Moonflower Carnivore and we provide game assets like particle 
 | 
			
		||||
effects and simple shaders. Please like our Facebook page 
 | 
			
		||||
https://www.facebook.com/MoonflowerCarnivore
 | 
			
		||||
and rate our packages in Unity Asset Store if you like our work! 
 | 
			
		||||
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								Assets/Lava_Flowing_Shader/Scripts/ScrollingUVs_Layers.cs
									
									
									
									
									
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							@ -0,0 +1,20 @@
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using System.Collections;
 | 
			
		||||
 | 
			
		||||
public class ScrollingUVs_Layers : MonoBehaviour 
 | 
			
		||||
{
 | 
			
		||||
	//public int materialIndex = 0;
 | 
			
		||||
	public Vector2 uvAnimationRate = new Vector2( 1.0f, 0.0f );
 | 
			
		||||
	public string textureName = "_MainTex";
 | 
			
		||||
	
 | 
			
		||||
	Vector2 uvOffset = Vector2.zero;
 | 
			
		||||
	
 | 
			
		||||
	void LateUpdate() 
 | 
			
		||||
	{
 | 
			
		||||
		uvOffset += ( uvAnimationRate * Time.deltaTime );
 | 
			
		||||
		if( GetComponent<Renderer>().enabled )
 | 
			
		||||
		{
 | 
			
		||||
			GetComponent<Renderer>().sharedMaterial.SetTextureOffset( textureName, uvOffset );
 | 
			
		||||
		}
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		||||
	}
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		||||
// Simplified Diffuse shader. Differences from regular Diffuse one:
 | 
			
		||||
// - no Main Color
 | 
			
		||||
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
 | 
			
		||||
 | 
			
		||||
Shader "Lava Flowing Shader/Diffuse/Distort" 
 | 
			
		||||
{
 | 
			
		||||
Properties 
 | 
			
		||||
{
 | 
			
		||||
	_DistortX ("Distortion in X", Range (0,2)) = 1
 | 
			
		||||
	_DistortY ("Distortion in Y", Range (0,2)) = 0
 | 
			
		||||
	_MainTex ("_MainTex RGBA", 2D) = "white" {}
 | 
			
		||||
	_Distort ("_Distort A", 2D) = "white" {}
 | 
			
		||||
	_LavaTex ("_LavaTex RGB", 2D) = "white" {}
 | 
			
		||||
}
 | 
			
		||||
SubShader 
 | 
			
		||||
{
 | 
			
		||||
	Tags { "RenderType"="Opaque" }
 | 
			
		||||
	LOD 150
 | 
			
		||||
 | 
			
		||||
	CGPROGRAM
 | 
			
		||||
	#pragma surface surf Lambert noforwardadd
 | 
			
		||||
 | 
			
		||||
	sampler2D _MainTex;
 | 
			
		||||
	sampler2D _Distort;
 | 
			
		||||
	sampler2D _LavaTex;
 | 
			
		||||
	fixed _DistortX;
 | 
			
		||||
	fixed _DistortY;
 | 
			
		||||
 | 
			
		||||
	struct Input 
 | 
			
		||||
	{
 | 
			
		||||
		float2 uv2_LavaTex;
 | 
			
		||||
		float2 uv_MainTex;
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	void surf (Input IN, inout SurfaceOutput o) 
 | 
			
		||||
	{
 | 
			
		||||
		fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
 | 
			
		||||
		fixed distort = tex2D(_Distort, IN.uv_MainTex).a;
 | 
			
		||||
		
 | 
			
		||||
		fixed2 uv_scroll;
 | 
			
		||||
		uv_scroll = fixed2(IN.uv2_LavaTex.x-distort*_DistortX,IN.uv2_LavaTex.y-distort*_DistortY);
 | 
			
		||||
		
 | 
			
		||||
		fixed4 tex2 = tex2D(_LavaTex,uv_scroll);
 | 
			
		||||
		c.rgb = lerp(tex2.rgb,c.rgb,c.a);
 | 
			
		||||
		
 | 
			
		||||
		o.Albedo = c.rgb;
 | 
			
		||||
		
 | 
			
		||||
		//Use the below two lines if you want the rock part be diffuse but lava part is unlit
 | 
			
		||||
		//o.Albedo = c.rgb*c.a;
 | 
			
		||||
		//o.Emission = c.rgb*(1-c.a);
 | 
			
		||||
		
 | 
			
		||||
		
 | 
			
		||||
		o.Alpha = c.a;
 | 
			
		||||
		
 | 
			
		||||
	}
 | 
			
		||||
	ENDCG
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Fallback "Mobile/VertexLit"
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
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licenseType: Store
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		||||
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  defaultTextures: []
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										71
									
								
								Assets/Lava_Flowing_Shader/Shaders/Unlit_Lava_Distort.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										71
									
								
								Assets/Lava_Flowing_Shader/Shaders/Unlit_Lava_Distort.shader
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,71 @@
 | 
			
		||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 | 
			
		||||
 | 
			
		||||
Shader "Lava Flowing Shader/Unlit/Distort" 
 | 
			
		||||
{
 | 
			
		||||
Properties {
 | 
			
		||||
	//_Color ("Main Color", Color) = (1,1,1)
 | 
			
		||||
	_DistortX ("Distortion in X", Range (0,2)) = 1
 | 
			
		||||
	_DistortY ("Distortion in Y", Range (0,2)) = 0
 | 
			
		||||
	_MainTex ("_MainTex RGBA", 2D) = "white" {}
 | 
			
		||||
	_Distort ("_Distort A", 2D) = "white" {}
 | 
			
		||||
	_LavaTex ("_LavaTex RGB", 2D) = "white" {}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Category {
 | 
			
		||||
	Tags { "RenderType"="Opaque" }
 | 
			
		||||
 | 
			
		||||
	Lighting Off
 | 
			
		||||
	
 | 
			
		||||
	SubShader {
 | 
			
		||||
		Pass {
 | 
			
		||||
		
 | 
			
		||||
			CGPROGRAM
 | 
			
		||||
			#pragma vertex vert
 | 
			
		||||
			#pragma fragment frag
 | 
			
		||||
 | 
			
		||||
			#include "UnityCG.cginc"
 | 
			
		||||
 | 
			
		||||
			sampler2D _MainTex;
 | 
			
		||||
			sampler2D _Distort;
 | 
			
		||||
			sampler2D _LavaTex;
 | 
			
		||||
			
 | 
			
		||||
			struct appdata_t {
 | 
			
		||||
				fixed4 vertex : POSITION;
 | 
			
		||||
				fixed2 texcoord : TEXCOORD0;
 | 
			
		||||
			};
 | 
			
		||||
 | 
			
		||||
			struct v2f {
 | 
			
		||||
				fixed4 vertex : SV_POSITION;
 | 
			
		||||
				fixed2 texcoord : TEXCOORD0;
 | 
			
		||||
				fixed2 texcoord1 : TEXCOORD1;
 | 
			
		||||
			};
 | 
			
		||||
			
 | 
			
		||||
			fixed4 _MainTex_ST;
 | 
			
		||||
			fixed4 _LavaTex_ST;
 | 
			
		||||
			
 | 
			
		||||
			fixed _DistortX;
 | 
			
		||||
			fixed _DistortY;
 | 
			
		||||
 | 
			
		||||
			v2f vert (appdata_t v)
 | 
			
		||||
			{
 | 
			
		||||
				v2f o;
 | 
			
		||||
				o.vertex = UnityObjectToClipPos(v.vertex);
 | 
			
		||||
				o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
 | 
			
		||||
				o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
 | 
			
		||||
				return o;
 | 
			
		||||
			}
 | 
			
		||||
			
 | 
			
		||||
			fixed4 frag (v2f i) : SV_Target
 | 
			
		||||
			{
 | 
			
		||||
				fixed4 tex = tex2D(_MainTex, i.texcoord);
 | 
			
		||||
				fixed distort = tex2D(_Distort, i.texcoord).a;
 | 
			
		||||
				fixed4 tex2 = tex2D(_LavaTex, fixed2(i.texcoord1.x-distort*_DistortX,i.texcoord1.y-distort*_DistortY));
 | 
			
		||||
				tex = lerp(tex2,tex,tex.a);
 | 
			
		||||
 | 
			
		||||
				return tex;
 | 
			
		||||
			}
 | 
			
		||||
			ENDCG 
 | 
			
		||||
		}
 | 
			
		||||
	}	
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,7 @@
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@ -0,0 +1,72 @@
 | 
			
		||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 | 
			
		||||
 | 
			
		||||
Shader "Lava Flowing Shader/Unlit/Distort Transparent" 
 | 
			
		||||
{
 | 
			
		||||
Properties {
 | 
			
		||||
	//_Color ("Main Color", Color) = (1,1,1)
 | 
			
		||||
	_DistortX ("Distortion in X", Range (0,2)) = 1
 | 
			
		||||
	_DistortY ("Distortion in Y", Range (0,2)) = 0
 | 
			
		||||
	_MainTex ("_MainTex RGBA", 2D) = "white" {}
 | 
			
		||||
	_Distort ("_Distort A", 2D) = "white" {}
 | 
			
		||||
	_LavaTex ("_LavaTex RGBA", 2D) = "white" {}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Category {
 | 
			
		||||
	//Tags { "RenderType"="Opaque" }
 | 
			
		||||
	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
 | 
			
		||||
	Blend SrcAlpha OneMinusSrcAlpha
 | 
			
		||||
	Cull back Lighting Off ZWrite Off
 | 
			
		||||
	
 | 
			
		||||
	SubShader {
 | 
			
		||||
		Pass {
 | 
			
		||||
		
 | 
			
		||||
			CGPROGRAM
 | 
			
		||||
			#pragma vertex vert
 | 
			
		||||
			#pragma fragment frag
 | 
			
		||||
 | 
			
		||||
			#include "UnityCG.cginc"
 | 
			
		||||
 | 
			
		||||
			sampler2D _MainTex;
 | 
			
		||||
			sampler2D _Distort;
 | 
			
		||||
			sampler2D _LavaTex;
 | 
			
		||||
			
 | 
			
		||||
			struct appdata_t {
 | 
			
		||||
				fixed4 vertex : POSITION;
 | 
			
		||||
				fixed2 texcoord : TEXCOORD0;
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		||||
			};
 | 
			
		||||
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		||||
			struct v2f {
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		||||
				fixed4 vertex : SV_POSITION;
 | 
			
		||||
				fixed2 texcoord : TEXCOORD0;
 | 
			
		||||
				fixed2 texcoord1 : TEXCOORD1;
 | 
			
		||||
			};
 | 
			
		||||
			
 | 
			
		||||
			fixed4 _MainTex_ST;
 | 
			
		||||
			fixed4 _LavaTex_ST;
 | 
			
		||||
			
 | 
			
		||||
			fixed _DistortX;
 | 
			
		||||
			fixed _DistortY;
 | 
			
		||||
 | 
			
		||||
			v2f vert (appdata_t v)
 | 
			
		||||
			{
 | 
			
		||||
				v2f o;
 | 
			
		||||
				o.vertex = UnityObjectToClipPos(v.vertex);
 | 
			
		||||
				o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
 | 
			
		||||
				o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
 | 
			
		||||
				return o;
 | 
			
		||||
			}
 | 
			
		||||
			
 | 
			
		||||
			fixed4 frag (v2f i) : SV_Target
 | 
			
		||||
			{
 | 
			
		||||
				fixed4 tex = tex2D(_MainTex, i.texcoord);
 | 
			
		||||
				fixed distort = tex2D(_Distort, i.texcoord).a;
 | 
			
		||||
				fixed4 tex2 = tex2D(_LavaTex, fixed2(i.texcoord1.x-distort*_DistortX,i.texcoord1.y-distort*_DistortY));
 | 
			
		||||
				tex = lerp(tex2,tex,tex.a);
 | 
			
		||||
 | 
			
		||||
				return tex;
 | 
			
		||||
			}
 | 
			
		||||
			ENDCG 
 | 
			
		||||
		}
 | 
			
		||||
	}	
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
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								Assets/Lava_Flowing_Shader/Shaders/Unlit_Lava_Simple.shader
									
									
									
									
									
										Normal file
									
								
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 | 
			
		||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 | 
			
		||||
 | 
			
		||||
Shader "Lava Flowing Shader/Unlit/Simple" 
 | 
			
		||||
{
 | 
			
		||||
Properties {
 | 
			
		||||
	//_Color ("Main Color", Color) = (1,1,1)
 | 
			
		||||
	_MainTex ("_MainTex RGBA", 2D) = "white" {}
 | 
			
		||||
	_LavaTex ("_LavaTex RGB", 2D) = "white" {}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Category {
 | 
			
		||||
	Tags { "RenderType"="Opaque" }
 | 
			
		||||
 | 
			
		||||
	Lighting Off
 | 
			
		||||
	
 | 
			
		||||
	SubShader {
 | 
			
		||||
		Pass {
 | 
			
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 | 
			
		||||
			CGPROGRAM
 | 
			
		||||
			#pragma vertex vert
 | 
			
		||||
			#pragma fragment frag
 | 
			
		||||
 | 
			
		||||
			#include "UnityCG.cginc"
 | 
			
		||||
 | 
			
		||||
			sampler2D _MainTex;
 | 
			
		||||
			sampler2D _LavaTex;
 | 
			
		||||
			
 | 
			
		||||
			struct appdata_t {
 | 
			
		||||
				fixed4 vertex : POSITION;
 | 
			
		||||
				fixed2 texcoord : TEXCOORD0;
 | 
			
		||||
			};
 | 
			
		||||
 | 
			
		||||
			struct v2f {
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				fixed4 vertex : SV_POSITION;
 | 
			
		||||
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 | 
			
		||||
				fixed2 texcoord1 : TEXCOORD1;
 | 
			
		||||
			};
 | 
			
		||||
			
 | 
			
		||||
			fixed4 _MainTex_ST;
 | 
			
		||||
			fixed4 _LavaTex_ST;
 | 
			
		||||
 | 
			
		||||
			v2f vert (appdata_t v)
 | 
			
		||||
			{
 | 
			
		||||
				v2f o;
 | 
			
		||||
				o.vertex = UnityObjectToClipPos(v.vertex);
 | 
			
		||||
				o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
 | 
			
		||||
				o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
 | 
			
		||||
				return o;
 | 
			
		||||
			}
 | 
			
		||||
			
 | 
			
		||||
			fixed4 frag (v2f i) : SV_Target
 | 
			
		||||
			{
 | 
			
		||||
				fixed4 tex = tex2D(_MainTex, i.texcoord);
 | 
			
		||||
				fixed4 tex2 = tex2D(_LavaTex, i.texcoord1);
 | 
			
		||||
				
 | 
			
		||||
				tex = lerp(tex2,tex,tex.a);
 | 
			
		||||
				
 | 
			
		||||
				return tex;
 | 
			
		||||
			}
 | 
			
		||||
			ENDCG 
 | 
			
		||||
		}
 | 
			
		||||
	}	
 | 
			
		||||
}
 | 
			
		||||
}
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using UnityEngine.Networking;
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{
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Networking;
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public class WallArt : MonoBehaviour
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{
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        MarcsWebLogger.Log($"{randomNumber}-WallArt_end");
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    }
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    // Update is called once per frame
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    void Update()
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    {
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        // Check if the cameraRig is assigned
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        if (ovrCameraRig == null) return;
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        outsideCameraInstance.transform.position = ovrCameraRig.centerEyeAnchor.position;
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        outsideCameraInstance.transform.LookAt(window);
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}
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