// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.26 // 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:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:1,spmd:0,trmd:1,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:0,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:7,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: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:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:4013,x:32925,y:32612,varname:node_4013,prsc:2|normal-5728-OUT,alpha-3659-OUT,refract-7533-OUT;n:type:ShaderForge.SFN_Tex2d,id:6930,x:32102,y:32588,ptovrint:False,ptlb:node_6930,ptin:_node_6930,varname:_node_6930,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:140636a9b989d8743867cda8b6257872,ntxv:3,isnm:True|UVIN-5428-UVOUT,MIP-8387-OUT;n:type:ShaderForge.SFN_VertexColor,id:8684,x:31726,y:32949,varname:node_8684,prsc:2;n:type:ShaderForge.SFN_Lerp,id:5728,x:32633,y:32586,varname:node_5728,prsc:2|A-5774-OUT,B-6930-RGB,T-8684-A;n:type:ShaderForge.SFN_Vector3,id:5774,x:32386,y:32448,varname:node_5774,prsc:2,v1:0,v2:0,v3:1;n:type:ShaderForge.SFN_ComponentMask,id:8696,x:32223,y:32912,varname:node_8696,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-6930-RGB;n:type:ShaderForge.SFN_Multiply,id:7533,x:32645,y:32944,varname:node_7533,prsc:2|A-8696-OUT,B-752-OUT;n:type:ShaderForge.SFN_Multiply,id:752,x:32403,y:33114,varname:node_752,prsc:2|A-8684-A,B-6810-OUT;n:type:ShaderForge.SFN_ValueProperty,id:3659,x:32572,y:32799,ptovrint:False,ptlb:node_3659,ptin:_node_3659,varname:_node_3659,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_TexCoord,id:5428,x:31806,y:32512,varname:node_5428,prsc:2,uv:0;n:type:ShaderForge.SFN_Slider,id:8387,x:31679,y:32727,ptovrint:False,ptlb:node_8387,ptin:_node_8387,varname:_node_8387,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.6666667,max:6;n:type:ShaderForge.SFN_Slider,id:6810,x:31843,y:33228,ptovrint:False,ptlb:node_6810,ptin:_node_6810,varname:_node_6810,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.2,max:1;proporder:6930-3659-8387-6810;pass:END;sub:END;*/ Shader "Shader Forge/niuqu" { Properties { _node_6930 ("node_6930", 2D) = "bump" {} _node_3659 ("node_3659", Float ) = 0 _node_8387 ("node_8387", Range(0, 6)) = 0.6666667 _node_6810 ("node_6810", Range(0, 1)) = 0.2 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } GrabPass{ } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend One OneMinusSrcAlpha 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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 #pragma glsl uniform sampler2D _GrabTexture; uniform sampler2D _node_6930; uniform float4 _node_6930_ST; uniform float _node_3659; uniform float _node_8387; uniform float _node_6810; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; float3 tangentDir : TEXCOORD3; float3 bitangentDir : TEXCOORD4; float4 screenPos : TEXCOORD5; float4 vertexColor : COLOR; UNITY_FOG_COORDS(6) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.vertexColor = v.vertexColor; o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); 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; float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 _node_6930_var = UnpackNormal(tex2Dlod(_node_6930,float4(TRANSFORM_TEX(i.uv0, _node_6930),0.0,_node_8387))); float3 normalLocal = lerp(float3(0,0,1),_node_6930_var.rgb,i.vertexColor.a); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (_node_6930_var.rgb.rg*(i.vertexColor.a*_node_6810)); float4 sceneColor = tex2D(_GrabTexture, sceneUVs); ////// Lighting: float3 finalColor = 0; fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,_node_3659),1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }