// 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: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:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,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:True,fnfb:True;n:type:ShaderForge.SFN_Final,id:4795,x:33227,y:32286,varname:node_4795,prsc:2|emission-4274-RGB,alpha-7075-OUT;n:type:ShaderForge.SFN_Tex2d,id:4274,x:32506,y:32465,ptovrint:False,ptlb:node_4274,ptin:_node_4274,varname:node_4274,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:63dc034ec92f6434caecc3c328ada0d4,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:7075,x:32951,y:32607,varname:node_7075,prsc:2|A-9293-R,B-4274-A;n:type:ShaderForge.SFN_Tex2d,id:9293,x:32626,y:32662,ptovrint:False,ptlb:node_9293,ptin:_node_9293,varname:node_9293,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:5eb671382037735498eab9d6e61b0553,ntxv:0,isnm:False;proporder:4274-9293;pass:END;sub:END;*/ Shader "Shader Forge/wzy_tex mask" { Properties { _node_4274 ("node_4274", 2D) = "white" {} _node_9293 ("node_9293", 2D) = "white" {} [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha 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 uniform sampler2D _node_4274; uniform float4 _node_4274_ST; uniform sampler2D _node_9293; uniform float4 _node_9293_ST; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; UNITY_FOG_COORDS(1) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; 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_4274_var = tex2D(_node_4274,TRANSFORM_TEX(i.uv0, _node_4274)); float3 emissive = _node_4274_var.rgb; float3 finalColor = emissive; float4 _node_9293_var = tex2D(_node_9293,TRANSFORM_TEX(i.uv0, _node_9293)); fixed4 finalRGBA = fixed4(finalColor,(_node_9293_var.r*_node_4274_var.a)); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } } CustomEditor "ShaderForgeMaterialInspector" }