uv_.shader 5.2 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. // Shader created with Shader Forge v1.32
  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:1.32;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;*/
  6. Shader "NZY/uv" {
  7. Properties {
  8. _MainTex ("MainTex", 2D) = "white" {}
  9. _TintColor ("Color", Color) = (0.5,0.5,0.5,1)
  10. _mask ("mask", 2D) = "white" {}
  11. _uv ("uv", Vector) = (0,0,0,0)
  12. _add ("add", Float ) = 0
  13. }
  14. SubShader {
  15. Tags {
  16. "IgnoreProjector"="True"
  17. "Queue"="Transparent"
  18. "RenderType"="Transparent"
  19. "PreviewType"="Plane"
  20. }
  21. Pass {
  22. Name "FORWARD"
  23. Tags {
  24. "LightMode"="ForwardBase"
  25. }
  26. Blend One One
  27. Cull Off
  28. ZWrite Off
  29. CGPROGRAM
  30. #pragma vertex vert
  31. #pragma fragment frag
  32. #define UNITY_PASS_FORWARDBASE
  33. #include "UnityCG.cginc"
  34. #pragma multi_compile_fwdbase
  35. #pragma only_renderers d3d9 d3d11 glcore gles gles3 n3ds wiiu
  36. #pragma target 2.0
  37. uniform float4 _TimeEditor;
  38. uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
  39. uniform float4 _TintColor;
  40. uniform sampler2D _mask; uniform float4 _mask_ST;
  41. uniform float4 _uv;
  42. uniform float _add;
  43. struct VertexInput {
  44. float4 vertex : POSITION;
  45. float2 texcoord0 : TEXCOORD0;
  46. };
  47. struct VertexOutput {
  48. float4 pos : SV_POSITION;
  49. float2 uv0 : TEXCOORD0;
  50. };
  51. VertexOutput vert (VertexInput v) {
  52. VertexOutput o = (VertexOutput)0;
  53. o.uv0 = v.texcoord0;
  54. o.pos = UnityObjectToClipPos(v.vertex );
  55. return o;
  56. }
  57. float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
  58. float isFrontFace = ( facing >= 0 ? 1 : 0 );
  59. float faceSign = ( facing >= 0 ? 1 : -1 );
  60. ////// Lighting:
  61. ////// Emissive:
  62. float4 _mask_var = tex2D(_mask,TRANSFORM_TEX(i.uv0, _mask));
  63. float4 node_2925 = _Time + _TimeEditor;
  64. float2 node_2806 = (i.uv0+(node_2925.g*_uv.rgb)*float2(1,1));
  65. float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_2806, _MainTex));
  66. float3 emissive = (_mask_var.rgb*(_MainTex_var.rgb*_TintColor.rgb*_add*_TintColor.a));
  67. float3 finalColor = emissive;
  68. return fixed4(finalColor,1);
  69. }
  70. ENDCG
  71. }
  72. }
  73. CustomEditor "ShaderForgeMaterialInspector"
  74. }