Diss.shader 4.5 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. // Shader created with Shader Forge v1.25
  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:1.25;sub:START;pass:START;ps:flbk:Particles/Alpha Blended,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:False,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:True,fnfb:True;n:type:ShaderForge.SFN_Final,id:9361,x:33209,y:32712,varname:node_9361,prsc:2|alpha-2573-OUT,refract-2462-OUT;n:type:ShaderForge.SFN_Tex2d,id:7987,x:32216,y:32654,ptovrint:False,ptlb:Main Tex,ptin:_MainTex,varname:node_7987,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Append,id:7199,x:32448,y:32617,varname:node_7199,prsc:2|A-7987-R,B-7987-G;n:type:ShaderForge.SFN_Multiply,id:2462,x:32674,y:32679,varname:node_2462,prsc:2|A-7199-OUT,B-7987-A,C-3102-OUT,D-9573-A;n:type:ShaderForge.SFN_Slider,id:3102,x:32138,y:32855,ptovrint:False,ptlb:Diss,ptin:_Diss,varname:node_3102,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Vector1,id:2573,x:32755,y:32544,varname:node_2573,prsc:2,v1:0;n:type:ShaderForge.SFN_VertexColor,id:9573,x:32295,y:32946,varname:node_9573,prsc:2;proporder:7987-3102;pass:END;sub:END;*/
  6. Shader "NZY/Diss" {
  7. Properties {
  8. _MainTex ("Main Tex", 2D) = "white" {}
  9. _Diss ("Diss", Range(0, 100)) = 0
  10. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  11. }
  12. SubShader {
  13. Tags {
  14. "IgnoreProjector"="True"
  15. "Queue"="Transparent"
  16. "RenderType"="Transparent"
  17. }
  18. GrabPass{ }
  19. Pass {
  20. Blend SrcAlpha OneMinusSrcAlpha
  21. Cull Off
  22. ZWrite Off
  23. CGPROGRAM
  24. #pragma fragment frag
  25. #pragma vertex vert
  26. #include "UnityCG.cginc"
  27. #pragma multi_compile_fwdbase
  28. //#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
  29. //#pragma target 3.0
  30. //#pragma target 3.0
  31. uniform sampler2D _GrabTexture;
  32. uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
  33. uniform float _Diss;
  34. struct VertexInput {
  35. float4 vertex : POSITION;
  36. float2 texcoord0 : TEXCOORD0;
  37. float4 vertexColor : COLOR;
  38. };
  39. struct VertexOutput {
  40. float4 pos : SV_POSITION;
  41. float2 uv0 : TEXCOORD0;
  42. float4 screenPos : TEXCOORD1;
  43. float4 vertexColor : COLOR;
  44. };
  45. VertexOutput vert (VertexInput v) {
  46. VertexOutput o = (VertexOutput)0;
  47. o.uv0 = v.texcoord0;
  48. o.vertexColor = v.vertexColor;
  49. o.pos = UnityObjectToClipPos(v.vertex );
  50. o.screenPos = o.pos;
  51. return o;
  52. }
  53. float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
  54. float isFrontFace = ( facing >= 0 ? 1 : 0 );
  55. float faceSign = ( facing >= 0 ? 1 : -1 );
  56. #if UNITY_UV_STARTS_AT_TOP
  57. float grabSign = -_ProjectionParams.x;
  58. #else
  59. float grabSign = _ProjectionParams.x;
  60. #endif
  61. i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
  62. i.screenPos.y *= _ProjectionParams.x;
  63. float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
  64. float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (float2(_MainTex_var.r,_MainTex_var.g)*_MainTex_var.a*_Diss*i.vertexColor.a);
  65. float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
  66. ////// Lighting:
  67. float3 finalColor = 0;
  68. return fixed4(lerp(sceneColor.rgb, finalColor,0.0),1);
  69. }
  70. ENDCG
  71. }
  72. }
  73. // CustomEditor "ShaderForgeMaterialInspector"
  74. }