// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.25 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.25;sub:START;pass:START;ps:flbk:Particles/Alpha Blended,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:True,fnfb:True;n:type:ShaderForge.SFN_Final,id:9361,x:33209,y:32712,varname:node_9361,prsc:2|alpha-2573-OUT,refract-2462-OUT;n:type:ShaderForge.SFN_Tex2d,id:7987,x:32216,y:32654,ptovrint:False,ptlb:Main Tex,ptin:_MainTex,varname:node_7987,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Append,id:7199,x:32448,y:32617,varname:node_7199,prsc:2|A-7987-R,B-7987-G;n:type:ShaderForge.SFN_Multiply,id:2462,x:32674,y:32679,varname:node_2462,prsc:2|A-7199-OUT,B-7987-A,C-3102-OUT,D-9573-A;n:type:ShaderForge.SFN_Slider,id:3102,x:32138,y:32855,ptovrint:False,ptlb:Diss,ptin:_Diss,varname:node_3102,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Vector1,id:2573,x:32755,y:32544,varname:node_2573,prsc:2,v1:0;n:type:ShaderForge.SFN_VertexColor,id:9573,x:32295,y:32946,varname:node_9573,prsc:2;proporder:7987-3102;pass:END;sub:END;*/ Shader "NZY/Diss" { Properties { _MainTex ("Main Tex", 2D) = "white" {} _Diss ("Diss", Range(0, 100)) = 0 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } GrabPass{ } Pass { Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off CGPROGRAM #pragma fragment frag #pragma vertex vert #include "UnityCG.cginc" #pragma multi_compile_fwdbase //#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 //#pragma target 3.0 //#pragma target 3.0 uniform sampler2D _GrabTexture; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Diss; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 screenPos : TEXCOORD1; float4 vertexColor : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.vertexColor = v.vertexColor; o.pos = UnityObjectToClipPos(v.vertex ); o.screenPos = o.pos; return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); #if UNITY_UV_STARTS_AT_TOP float grabSign = -_ProjectionParams.x; #else float grabSign = _ProjectionParams.x; #endif i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 ); i.screenPos.y *= _ProjectionParams.x; float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (float2(_MainTex_var.r,_MainTex_var.g)*_MainTex_var.a*_Diss*i.vertexColor.a); float4 sceneColor = tex2D(_GrabTexture, sceneUVs); ////// Lighting: float3 finalColor = 0; return fixed4(lerp(sceneColor.rgb, finalColor,0.0),1); } ENDCG } } // CustomEditor "ShaderForgeMaterialInspector" }