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Dreamsturbia-Project-IADE-Unity3D / Assets / Shaders / AuraShader.shader
Shader "MyShaders/Image Effects/Aura Shader"{
    Properties{
        _MainTex("Texture", 2D) = "white"{}
        _Color("Color",Color) = (1,1,1,1)
        _NoiseTex("Noise Texture", 2D) = "white"{}
        _Intensity("Intensity",Range(0,1)) = 0
        _AuraColor("Aura Color",Color) = (1,1,1,1)
    }
        SubShader{
            Pass{
                HLSLPROGRAM
                #pragma vertex MyVertexProgram
                #pragma fragment MyFragmentProgram

                #include "UnityCG.cginc"

                struct VertexData {
                    float4 position : POSITION;
                    float2 uv : TEXCOORD0;
                    float2 uvNoise : TEXCOORD1;
                };

                struct VertexToFragment {
                    float4 position : SV_POSITION;
                    float2 uv : TEXCOORD0;
                    float2 uvNoise : TEXCOORD1;
                };

                sampler2D _MainTex;
                sampler2D _NoiseTex;
                float4 _MainTex_ST;
                float4 _Color;
                float4 _NoiseTex_ST;
                float _Intensity;
                float4 _AuraColor;



                VertexToFragment MyVertexProgram(VertexData vertex)
                {
                    VertexToFragment v2f;
                    v2f.position = UnityObjectToClipPos(vertex.position);
                    v2f.uv = vertex.uv * _MainTex_ST.xy + _MainTex_ST.zw;
                    v2f.uvNoise = vertex.uvNoise * _NoiseTex_ST.xy + _NoiseTex_ST.zw;

                    return v2f;
                }

                float4 MyFragmentProgram(VertexToFragment v2f) : SV_TARGET
                {
                    float4 nsTex = tex2D(_NoiseTex, v2f.uvNoise + (_Time.x * 2));
                    float4 bckTex = tex2D(_MainTex, v2f.uv);
                    bckTex = bckTex * _Color;
                    float4 inverseColor = abs(float4(1,1,1,1) - nsTex);
                    float4 colorClamped = clamp(inverseColor,float4(0.7,0.7,0.7,0.7),float4(1,1,1,1)) * _AuraColor;
                    float4 lerpdColor = lerp(bckTex, colorClamped, _Intensity);
                    return lerpdColor;
                }
            ENDHLSL
        }
        }
}