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- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- // Shader created with Shader Forge v1.19
- // 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
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- Shader "MK4/Lava Glow" {
- Properties {
- _BaseTextureRGBA ("Base Texture (RGBA)", 2D) = "gray" {}
- _DistortTexture ("Distort Texture", 2D) = "white" {}
- _Color1 ("Color1", Color) = (0.4411765,0.2099391,0,1)
- _Color2 ("Color2", Color) = (0.9568627,0.8509804,0,1)
- _Emission ("Emission", Range(0, 1)) = 0.8
- }
- SubShader {
- Tags {
- "RenderType"="Opaque"
- }
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
-
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #pragma multi_compile_fwdbase_fullshadows
- #pragma multi_compile_fog
- #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform float4 _TimeEditor;
- uniform sampler2D _DistortTexture; uniform float4 _DistortTexture_ST;
- uniform float4 _Color1;
- uniform sampler2D _BaseTextureRGBA; uniform float4 _BaseTextureRGBA_ST;
- uniform float4 _Color2;
- uniform float _Emission;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float4 posWorld : TEXCOORD0;
- float3 normalDir : TEXCOORD1;
- LIGHTING_COORDS(2,3)
- UNITY_FOG_COORDS(4)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = UnityObjectToClipPos(v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- /////// Vectors:
- float3 normalDirection = i.normalDir;
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 lightColor = _LightColor0.rgb;
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- /////// Diffuse:
- float NdotL = max(0.0,dot( normalDirection, lightDirection ));
- float3 directDiffuse = max( 0.0, NdotL) * attenColor;
- float3 indirectDiffuse = float3(0,0,0);
- indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
- float3 node_8000 = float3(0,0,0);
- float4 node_8962 = _Time + _TimeEditor;
- float2 node_2219 = (float2(i.posWorld.r,i.posWorld.b)*0.2);
- float2 node_6975 = ((node_2219*0.08)+node_8962.g*float2(0.007,0.007));
- float4 node_9378 = tex2D(_DistortTexture,TRANSFORM_TEX(node_6975, _DistortTexture));
- float4 node_9964 = _Time + _TimeEditor;
- float2 node_9439 = ((node_2219*0.1)+node_8962.g*float2(-0.01,-0.01));
- float4 node_9417 = tex2D(_DistortTexture,TRANSFORM_TEX(node_9439, _DistortTexture));
- float2 node_1224 = (node_2219+node_8962.g*float2(-0.015,0.015));
- float4 node_6617 = tex2D(_DistortTexture,TRANSFORM_TEX(node_1224, _DistortTexture));
- float2 node_2577 = ((node_2219*0.85)+node_8962.g*float2(0.015,-0.015));
- float4 node_5110 = tex2D(_DistortTexture,TRANSFORM_TEX(node_2577, _DistortTexture));
- float2 node_3255 = ((node_2219*0.7)+node_8962.g*float2(0.015,0.015));
- float4 node_2270 = tex2D(_DistortTexture,TRANSFORM_TEX(node_3255, _DistortTexture));
- float2 node_4113 = ((node_2219*1.35)+node_8962.g*float2(-0.015,-0.015));
- float4 node_8449 = tex2D(_DistortTexture,TRANSFORM_TEX(node_4113, _DistortTexture));
- float2 node_8537 = (node_2219+node_8962.g*float2(0.005,-0.01));
- float4 node_2801 = tex2D(_BaseTextureRGBA,TRANSFORM_TEX(node_8537, _BaseTextureRGBA));
- float3 node_5179 = (lerp((lerp(node_8000,_Color2.rgb,node_9378.r)+(lerp(node_8000,(_Color2.rgb/(sin((node_9964.g*0.5))*9.5+10.5)),node_9417.r)+saturate((_Color1.rgb*((node_6617.r+node_5110.r)+(node_2270.r+node_8449.r)))))),((float3(0.1911765,0.05060554,0.05060554)/(sin((node_9964.g*1.0))*-0.2+0.8))*node_2801.rgb),node_2801.a)+node_2801.rgb);
- float3 diffuseColor = node_5179;
- float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
- ////// Emissive:
- float3 emissive = lerp(node_8000,node_5179,_Emission);
- /// Final Color:
- float3 finalColor = diffuse + emissive;
- fixed4 finalRGBA = fixed4(finalColor,1);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- Pass {
- Name "FORWARD_DELTA"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
-
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDADD
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #pragma multi_compile_fwdadd_fullshadows
- #pragma multi_compile_fog
- #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform float4 _TimeEditor;
- uniform sampler2D _DistortTexture; uniform float4 _DistortTexture_ST;
- uniform float4 _Color1;
- uniform sampler2D _BaseTextureRGBA; uniform float4 _BaseTextureRGBA_ST;
- uniform float4 _Color2;
- uniform float _Emission;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float4 posWorld : TEXCOORD0;
- float3 normalDir : TEXCOORD1;
- LIGHTING_COORDS(2,3)
- UNITY_FOG_COORDS(4)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = UnityObjectToClipPos(v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- /////// Vectors:
- float3 normalDirection = i.normalDir;
- float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
- float3 lightColor = _LightColor0.rgb;
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- /////// Diffuse:
- float NdotL = max(0.0,dot( normalDirection, lightDirection ));
- float3 directDiffuse = max( 0.0, NdotL) * attenColor;
- float3 node_8000 = float3(0,0,0);
- float4 node_6111 = _Time + _TimeEditor;
- float2 node_2219 = (float2(i.posWorld.r,i.posWorld.b)*0.2);
- float2 node_6975 = ((node_2219*0.08)+node_6111.g*float2(0.007,0.007));
- float4 node_9378 = tex2D(_DistortTexture,TRANSFORM_TEX(node_6975, _DistortTexture));
- float4 node_9964 = _Time + _TimeEditor;
- float2 node_9439 = ((node_2219*0.1)+node_6111.g*float2(-0.01,-0.01));
- float4 node_9417 = tex2D(_DistortTexture,TRANSFORM_TEX(node_9439, _DistortTexture));
- float2 node_1224 = (node_2219+node_6111.g*float2(-0.015,0.015));
- float4 node_6617 = tex2D(_DistortTexture,TRANSFORM_TEX(node_1224, _DistortTexture));
- float2 node_2577 = ((node_2219*0.85)+node_6111.g*float2(0.015,-0.015));
- float4 node_5110 = tex2D(_DistortTexture,TRANSFORM_TEX(node_2577, _DistortTexture));
- float2 node_3255 = ((node_2219*0.7)+node_6111.g*float2(0.015,0.015));
- float4 node_2270 = tex2D(_DistortTexture,TRANSFORM_TEX(node_3255, _DistortTexture));
- float2 node_4113 = ((node_2219*1.35)+node_6111.g*float2(-0.015,-0.015));
- float4 node_8449 = tex2D(_DistortTexture,TRANSFORM_TEX(node_4113, _DistortTexture));
- float2 node_8537 = (node_2219+node_6111.g*float2(0.005,-0.01));
- float4 node_2801 = tex2D(_BaseTextureRGBA,TRANSFORM_TEX(node_8537, _BaseTextureRGBA));
- float3 node_5179 = (lerp((lerp(node_8000,_Color2.rgb,node_9378.r)+(lerp(node_8000,(_Color2.rgb/(sin((node_9964.g*0.5))*9.5+10.5)),node_9417.r)+saturate((_Color1.rgb*((node_6617.r+node_5110.r)+(node_2270.r+node_8449.r)))))),((float3(0.1911765,0.05060554,0.05060554)/(sin((node_9964.g*1.0))*-0.2+0.8))*node_2801.rgb),node_2801.a)+node_2801.rgb);
- float3 diffuseColor = node_5179;
- float3 diffuse = directDiffuse * diffuseColor;
- /// Final Color:
- float3 finalColor = diffuse;
- fixed4 finalRGBA = fixed4(finalColor * 1,0);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
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