// 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:Particles/Additive,iptp:1,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:False,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:True,fnsp:True,fnfb:True;n:type:ShaderForge.SFN_Final,id:4795,x:32885,y:32707,varname:node_4795,prsc:2|emission-5362-OUT;n:type:ShaderForge.SFN_Tex2d,id:6074,x:32140,y:32644,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-2806-UVOUT;n:type:ShaderForge.SFN_Multiply,id:2393,x:32386,y:32826,varname:node_2393,prsc:2|A-6074-RGB,B-797-RGB,C-3192-OUT,D-797-A;n:type:ShaderForge.SFN_Color,id:797,x:32108,y:32830,ptovrint:True,ptlb:Color,ptin:_TintColor,varname:_TintColor,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:5362,x:32576,y:32726,varname:node_5362,prsc:2|A-8559-RGB,B-2393-OUT;n:type:ShaderForge.SFN_Tex2d,id:8559,x:32352,y:32463,ptovrint:False,ptlb:mask,ptin:_mask,varname:node_8559,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Panner,id:2806,x:31866,y:32442,varname:node_2806,prsc:2,spu:1,spv:1|UVIN-3550-UVOUT,DIST-9394-OUT;n:type:ShaderForge.SFN_TexCoord,id:3550,x:31597,y:32431,varname:node_3550,prsc:2,uv:0;n:type:ShaderForge.SFN_Multiply,id:9394,x:31663,y:32684,varname:node_9394,prsc:2|A-2925-T,B-1722-XYZ;n:type:ShaderForge.SFN_Time,id:2925,x:31436,y:32605,varname:node_2925,prsc:2;n:type:ShaderForge.SFN_Vector4Property,id:1722,x:31387,y:32804,ptovrint:False,ptlb:uv,ptin:_uv,varname:node_1722,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0,v2:0,v3:0,v4:0;n:type:ShaderForge.SFN_ValueProperty,id:3192,x:32108,y:33032,ptovrint:False,ptlb:add,ptin:_add,varname:node_3192,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;proporder:6074-797-8559-1722-3192;pass:END;sub:END;*/ Shader "NZY/uv" { Properties { _MainTex ("MainTex", 2D) = "white" {} _TintColor ("Color", Color) = (0.5,0.5,0.5,1) _mask ("mask", 2D) = "white" {} _uv ("uv", Vector) = (0,0,0,0) _add ("add", Float ) = 0 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" "PreviewType"="Plane" } 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 only_renderers d3d9 d3d11 glcore gles gles3 n3ds wiiu #pragma target 2.0 uniform float4 _TimeEditor; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _TintColor; uniform sampler2D _mask; uniform float4 _mask_ST; uniform float4 _uv; uniform float _add; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = UnityObjectToClipPos(v.vertex ); 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 _mask_var = tex2D(_mask,TRANSFORM_TEX(i.uv0, _mask)); float4 node_2925 = _Time + _TimeEditor; float2 node_2806 = (i.uv0+(node_2925.g*_uv.rgb)*float2(1,1)); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_2806, _MainTex)); float3 emissive = (_mask_var.rgb*(_MainTex_var.rgb*_TintColor.rgb*_add*_TintColor.a)); float3 finalColor = emissive; return fixed4(finalColor,1); } ENDCG } } CustomEditor "ShaderForgeMaterialInspector" }