wzy_add_alpha_wenli.shader 6.3 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. // Shader created with Shader Forge v1.26
  3. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  4. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  5. /*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: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:True,fnfb:True;n:type:ShaderForge.SFN_Final,id:4795,x:32905,y:32557,varname:node_4795,prsc:2|emission-89-OUT,alpha-2053-A;n:type:ShaderForge.SFN_Tex2d,id:6074,x:31996,y:32579,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:334c6d0104ea22444a8eef7d04beb31c,ntxv:0,isnm:False|UVIN-3244-UVOUT;n:type:ShaderForge.SFN_Multiply,id:2393,x:32417,y:32704,varname:node_2393,prsc:2|A-6074-RGB,B-2053-RGB,C-797-RGB,D-6848-OUT;n:type:ShaderForge.SFN_VertexColor,id:2053,x:32017,y:32764,varname:node_2053,prsc:2;n:type:ShaderForge.SFN_Color,id:797,x:32002,y:32906,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_Tex2d,id:4911,x:32017,y:32269,ptovrint:False,ptlb:tex_add,ptin:_tex_add,varname:node_4911,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:334c6d0104ea22444a8eef7d04beb31c,ntxv:0,isnm:False|UVIN-3244-UVOUT;n:type:ShaderForge.SFN_Color,id:4560,x:32186,y:32460,ptovrint:False,ptlb:color,ptin:_color,varname:node_4560,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:3308,x:32414,y:32331,varname:node_3308,prsc:2|A-4911-RGB,B-4560-RGB,C-4911-A;n:type:ShaderForge.SFN_Multiply,id:89,x:32615,y:32704,varname:node_89,prsc:2|A-3308-OUT,B-2393-OUT;n:type:ShaderForge.SFN_Panner,id:3244,x:31792,y:32458,varname:node_3244,prsc:2,spu:1,spv:1|UVIN-8321-UVOUT,DIST-9679-OUT;n:type:ShaderForge.SFN_TexCoord,id:8321,x:31414,y:32408,varname:node_8321,prsc:2,uv:0;n:type:ShaderForge.SFN_Time,id:7035,x:31201,y:32769,varname:node_7035,prsc:2;n:type:ShaderForge.SFN_Multiply,id:9679,x:31543,y:32580,varname:node_9679,prsc:2|A-3251-XYZ,B-7035-T;n:type:ShaderForge.SFN_Vector4Property,id:3251,x:31201,y:32585,ptovrint:False,ptlb:uv_ani,ptin:_uv_ani,varname:node_3251,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:6848,x:32068,y:33092,ptovrint:False,ptlb:add_v,ptin:_add_v,varname:node_6848,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:5;proporder:6074-797-4911-4560-3251-6848;pass:END;sub:END;*/
  6. Shader "WZY/wzy_add_alpha_wenli" {
  7. Properties {
  8. _MainTex ("MainTex", 2D) = "white" {}
  9. _TintColor ("Color", Color) = (0.5,0.5,0.5,1)
  10. _tex_add ("tex_add", 2D) = "white" {}
  11. _color ("color", Color) = (0.5,0.5,0.5,1)
  12. _uv_ani ("uv_ani", Vector) = (0,0,0,0)
  13. _add_v ("add_v", Float ) = 5
  14. // [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  15. }
  16. SubShader {
  17. Tags {
  18. "IgnoreProjector"="True"
  19. "Queue"="Transparent"
  20. "RenderType"="Transparent"
  21. }
  22. Pass {
  23. Name "FORWARD"
  24. Tags {
  25. "LightMode"="ForwardBase"
  26. }
  27. Blend SrcAlpha One
  28. Cull Off
  29. ZWrite Off
  30. CGPROGRAM
  31. #pragma vertex vert
  32. #pragma fragment frag
  33. #define UNITY_PASS_FORWARDBASE
  34. #include "UnityCG.cginc"
  35. #pragma multi_compile_fwdbase
  36. #pragma multi_compile_fog
  37. // #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
  38. //#pragma target 3.0
  39. uniform float4 _TimeEditor;
  40. uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
  41. uniform float4 _TintColor;
  42. uniform sampler2D _tex_add; uniform float4 _tex_add_ST;
  43. uniform float4 _color;
  44. uniform float4 _uv_ani;
  45. uniform float _add_v;
  46. struct VertexInput {
  47. float4 vertex : POSITION;
  48. float2 texcoord0 : TEXCOORD0;
  49. float4 vertexColor : COLOR;
  50. };
  51. struct VertexOutput {
  52. float4 pos : SV_POSITION;
  53. float2 uv0 : TEXCOORD0;
  54. float4 vertexColor : COLOR;
  55. UNITY_FOG_COORDS(1)
  56. };
  57. VertexOutput vert (VertexInput v) {
  58. VertexOutput o = (VertexOutput)0;
  59. o.uv0 = v.texcoord0;
  60. o.vertexColor = v.vertexColor;
  61. o.pos = UnityObjectToClipPos(v.vertex );
  62. UNITY_TRANSFER_FOG(o,o.pos);
  63. return o;
  64. }
  65. float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
  66. float isFrontFace = ( facing >= 0 ? 1 : 0 );
  67. float faceSign = ( facing >= 0 ? 1 : -1 );
  68. ////// Lighting:
  69. ////// Emissive:
  70. float4 node_7035 = _Time + _TimeEditor;
  71. float2 node_3244 = (i.uv0+(_uv_ani.rgb*node_7035.g)*float2(1,1));
  72. float4 _tex_add_var = tex2D(_tex_add,TRANSFORM_TEX(node_3244, _tex_add));
  73. float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_3244, _MainTex));
  74. float3 emissive = ((_tex_add_var.rgb*_color.rgb*_tex_add_var.a)*(_MainTex_var.rgb*i.vertexColor.rgb*_TintColor.rgb*_add_v));
  75. float3 finalColor = emissive;
  76. fixed4 finalRGBA = fixed4(finalColor,i.vertexColor.a);
  77. UNITY_APPLY_FOG_COLOR(i.fogCoord, finalRGBA, fixed4(0,0,0,1));
  78. return finalRGBA;
  79. }
  80. ENDCG
  81. }
  82. }
  83. CustomEditor "ShaderForgeMaterialInspector"
  84. }