niuqu.shader 7.0 KB

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  1. // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
  2. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  3. // Shader created with Shader Forge v1.26
  4. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  5. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  6. /*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:1,spmd:0,trmd:1,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:0,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,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:0.5,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:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:4013,x:32925,y:32612,varname:node_4013,prsc:2|normal-5728-OUT,alpha-3659-OUT,refract-7533-OUT;n:type:ShaderForge.SFN_Tex2d,id:6930,x:32102,y:32588,ptovrint:False,ptlb:node_6930,ptin:_node_6930,varname:_node_6930,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:140636a9b989d8743867cda8b6257872,ntxv:3,isnm:True|UVIN-5428-UVOUT,MIP-8387-OUT;n:type:ShaderForge.SFN_VertexColor,id:8684,x:31726,y:32949,varname:node_8684,prsc:2;n:type:ShaderForge.SFN_Lerp,id:5728,x:32633,y:32586,varname:node_5728,prsc:2|A-5774-OUT,B-6930-RGB,T-8684-A;n:type:ShaderForge.SFN_Vector3,id:5774,x:32386,y:32448,varname:node_5774,prsc:2,v1:0,v2:0,v3:1;n:type:ShaderForge.SFN_ComponentMask,id:8696,x:32223,y:32912,varname:node_8696,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-6930-RGB;n:type:ShaderForge.SFN_Multiply,id:7533,x:32645,y:32944,varname:node_7533,prsc:2|A-8696-OUT,B-752-OUT;n:type:ShaderForge.SFN_Multiply,id:752,x:32403,y:33114,varname:node_752,prsc:2|A-8684-A,B-6810-OUT;n:type:ShaderForge.SFN_ValueProperty,id:3659,x:32572,y:32799,ptovrint:False,ptlb:node_3659,ptin:_node_3659,varname:_node_3659,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_TexCoord,id:5428,x:31806,y:32512,varname:node_5428,prsc:2,uv:0;n:type:ShaderForge.SFN_Slider,id:8387,x:31679,y:32727,ptovrint:False,ptlb:node_8387,ptin:_node_8387,varname:_node_8387,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.6666667,max:6;n:type:ShaderForge.SFN_Slider,id:6810,x:31843,y:33228,ptovrint:False,ptlb:node_6810,ptin:_node_6810,varname:_node_6810,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.2,max:1;proporder:6930-3659-8387-6810;pass:END;sub:END;*/
  7. Shader "Shader Forge/niuqu" {
  8. Properties {
  9. _node_6930 ("node_6930", 2D) = "bump" {}
  10. _node_3659 ("node_3659", Float ) = 0
  11. _node_8387 ("node_8387", Range(0, 6)) = 0.6666667
  12. _node_6810 ("node_6810", Range(0, 1)) = 0.2
  13. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  14. }
  15. SubShader {
  16. Tags {
  17. "IgnoreProjector"="True"
  18. "Queue"="Transparent"
  19. "RenderType"="Transparent"
  20. }
  21. GrabPass{ }
  22. Pass {
  23. Name "FORWARD"
  24. Tags {
  25. "LightMode"="ForwardBase"
  26. }
  27. Blend One OneMinusSrcAlpha
  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. #pragma glsl
  40. uniform sampler2D _GrabTexture;
  41. uniform sampler2D _node_6930; uniform float4 _node_6930_ST;
  42. uniform float _node_3659;
  43. uniform float _node_8387;
  44. uniform float _node_6810;
  45. struct VertexInput {
  46. float4 vertex : POSITION;
  47. float3 normal : NORMAL;
  48. float4 tangent : TANGENT;
  49. float2 texcoord0 : TEXCOORD0;
  50. float4 vertexColor : COLOR;
  51. };
  52. struct VertexOutput {
  53. float4 pos : SV_POSITION;
  54. float2 uv0 : TEXCOORD0;
  55. float4 posWorld : TEXCOORD1;
  56. float3 normalDir : TEXCOORD2;
  57. float3 tangentDir : TEXCOORD3;
  58. float3 bitangentDir : TEXCOORD4;
  59. float4 screenPos : TEXCOORD5;
  60. float4 vertexColor : COLOR;
  61. UNITY_FOG_COORDS(6)
  62. };
  63. VertexOutput vert (VertexInput v) {
  64. VertexOutput o = (VertexOutput)0;
  65. o.uv0 = v.texcoord0;
  66. o.vertexColor = v.vertexColor;
  67. o.normalDir = UnityObjectToWorldNormal(v.normal);
  68. o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
  69. o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  70. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  71. o.pos = UnityObjectToClipPos(v.vertex );
  72. UNITY_TRANSFER_FOG(o,o.pos);
  73. o.screenPos = o.pos;
  74. return o;
  75. }
  76. float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
  77. float isFrontFace = ( facing >= 0 ? 1 : 0 );
  78. float faceSign = ( facing >= 0 ? 1 : -1 );
  79. #if UNITY_UV_STARTS_AT_TOP
  80. float grabSign = -_ProjectionParams.x;
  81. #else
  82. float grabSign = _ProjectionParams.x;
  83. #endif
  84. i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
  85. i.screenPos.y *= _ProjectionParams.x;
  86. float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
  87. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  88. float3 _node_6930_var = UnpackNormal(tex2Dlod(_node_6930,float4(TRANSFORM_TEX(i.uv0, _node_6930),0.0,_node_8387)));
  89. float3 normalLocal = lerp(float3(0,0,1),_node_6930_var.rgb,i.vertexColor.a);
  90. float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
  91. float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (_node_6930_var.rgb.rg*(i.vertexColor.a*_node_6810));
  92. float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
  93. ////// Lighting:
  94. float3 finalColor = 0;
  95. fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,_node_3659),1);
  96. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  97. return finalRGBA;
  98. }
  99. ENDCG
  100. }
  101. }
  102. FallBack "Diffuse"
  103. CustomEditor "ShaderForgeMaterialInspector"
  104. }