// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.32 // 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:1.32;sub:START;pass:START;ps:flbk:,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:0,bdst:0,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:True,fgod:False,fgor:False,fgmd:0,fgcr:0,fgcg:0,fgcb:0,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:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:4795,x:33088,y:32529,varname:node_4795,prsc:2|emission-6215-OUT;n:type:ShaderForge.SFN_Tex2d,id:6074,x:32235,y:32601,ptovrint:False,ptlb:text,ptin:_text,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:15f122b049ccbcb48b7a16ed14cd5aa5,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:2393,x:32495,y:32793,varname:node_2393,prsc:2|A-6074-RGB,B-2053-RGB,C-797-RGB,D-9248-OUT;n:type:ShaderForge.SFN_VertexColor,id:2053,x:32235,y:32780,varname:node_2053,prsc:2;n:type:ShaderForge.SFN_Color,id:797,x:32235,y:32930,ptovrint:True,ptlb:Color,ptin:_TintColor,varname:_TintColor,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.375,c2:0.375,c3:0.375,c4:1;n:type:ShaderForge.SFN_Vector1,id:9248,x:32235,y:33081,varname:node_9248,prsc:2,v1:2;n:type:ShaderForge.SFN_Tex2d,id:2955,x:32457,y:32120,ptovrint:False,ptlb:add_tex,ptin:_add_tex,varname:node_2955,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:78b7816200fa13b4982ab7f36e985a08,ntxv:0,isnm:False|UVIN-4891-UVOUT;n:type:ShaderForge.SFN_Color,id:9101,x:32457,y:32277,ptovrint:False,ptlb:col,ptin:_col,varname:node_9101,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Multiply,id:3648,x:32815,y:32321,varname:node_3648,prsc:2|A-2955-RGB,B-9101-RGB,C-6074-RGB,D-2358-OUT;n:type:ShaderForge.SFN_Add,id:6215,x:32956,y:32467,varname:node_6215,prsc:2|A-3648-OUT,B-2393-OUT;n:type:ShaderForge.SFN_ValueProperty,id:2358,x:32732,y:32793,ptovrint:False,ptlb:add,ptin:_add,varname:node_2358,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:2;n:type:ShaderForge.SFN_Panner,id:4891,x:32159,y:32158,varname:node_4891,prsc:2,spu:1,spv:1|UVIN-8799-UVOUT,DIST-4233-OUT;n:type:ShaderForge.SFN_TexCoord,id:8799,x:31930,y:32103,varname:node_8799,prsc:2,uv:0;n:type:ShaderForge.SFN_Time,id:5701,x:31760,y:32348,varname:node_5701,prsc:2;n:type:ShaderForge.SFN_Multiply,id:4233,x:31958,y:32289,varname:node_4233,prsc:2|A-9086-OUT,B-5701-T;n:type:ShaderForge.SFN_ValueProperty,id:9086,x:31647,y:32095,ptovrint:False,ptlb:panner,ptin:_panner,varname:node_9086,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:-0.52;proporder:6074-797-2955-9101-2358-9086;pass:END;sub:END;*/ Shader "nzy/add_02" { Properties { _text ("text", 2D) = "white" {} _TintColor ("Color", Color) = (0.375,0.375,0.375,1) _add_tex ("add_tex", 2D) = "white" {} _col ("col", Color) = (0.5,0.5,0.5,1) _add ("add", Float ) = 2 _panner ("panner", Float ) = -0.52 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend One One Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform float4 _TimeEditor; uniform sampler2D _text; uniform float4 _text_ST; uniform float4 _TintColor; uniform sampler2D _add_tex; uniform float4 _add_tex_ST; uniform float4 _col; uniform float _add; uniform float _panner; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 vertexColor : COLOR; UNITY_FOG_COORDS(1) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.vertexColor = v.vertexColor; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); ////// Lighting: ////// Emissive: float4 node_5701 = _Time + _TimeEditor; float2 node_4891 = (i.uv0+(_panner*node_5701.g)*float2(1,1)); float4 _add_tex_var = tex2D(_add_tex,TRANSFORM_TEX(node_4891, _add_tex)); float4 _text_var = tex2D(_text,TRANSFORM_TEX(i.uv0, _text)); float3 emissive = ((_add_tex_var.rgb*_col.rgb*_text_var.rgb*_add)+(_text_var.rgb*i.vertexColor.rgb*_TintColor.rgb*2.0)); float3 finalColor = emissive; fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG_COLOR(i.fogCoord, finalRGBA, fixed4(0,0,0,1)); return finalRGBA; } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }