wzy_tex mask.shader 4.1 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: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,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:33227,y:32286,varname:node_4795,prsc:2|emission-4274-RGB,alpha-7075-OUT;n:type:ShaderForge.SFN_Tex2d,id:4274,x:32506,y:32465,ptovrint:False,ptlb:node_4274,ptin:_node_4274,varname:node_4274,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:63dc034ec92f6434caecc3c328ada0d4,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:7075,x:32951,y:32607,varname:node_7075,prsc:2|A-9293-R,B-4274-A;n:type:ShaderForge.SFN_Tex2d,id:9293,x:32626,y:32662,ptovrint:False,ptlb:node_9293,ptin:_node_9293,varname:node_9293,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:5eb671382037735498eab9d6e61b0553,ntxv:0,isnm:False;proporder:4274-9293;pass:END;sub:END;*/
  6. Shader "Shader Forge/wzy_tex mask" {
  7. Properties {
  8. _node_4274 ("node_4274", 2D) = "white" {}
  9. _node_9293 ("node_9293", 2D) = "white" {}
  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. Pass {
  19. Name "FORWARD"
  20. Tags {
  21. "LightMode"="ForwardBase"
  22. }
  23. Blend SrcAlpha OneMinusSrcAlpha
  24. Cull Off
  25. ZWrite Off
  26. CGPROGRAM
  27. #pragma vertex vert
  28. #pragma fragment frag
  29. #define UNITY_PASS_FORWARDBASE
  30. #include "UnityCG.cginc"
  31. #pragma multi_compile_fwdbase
  32. #pragma multi_compile_fog
  33. #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
  34. #pragma target 3.0
  35. uniform sampler2D _node_4274; uniform float4 _node_4274_ST;
  36. uniform sampler2D _node_9293; uniform float4 _node_9293_ST;
  37. struct VertexInput {
  38. float4 vertex : POSITION;
  39. float2 texcoord0 : TEXCOORD0;
  40. };
  41. struct VertexOutput {
  42. float4 pos : SV_POSITION;
  43. float2 uv0 : TEXCOORD0;
  44. UNITY_FOG_COORDS(1)
  45. };
  46. VertexOutput vert (VertexInput v) {
  47. VertexOutput o = (VertexOutput)0;
  48. o.uv0 = v.texcoord0;
  49. o.pos = UnityObjectToClipPos(v.vertex );
  50. UNITY_TRANSFER_FOG(o,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. ////// Lighting:
  57. ////// Emissive:
  58. float4 _node_4274_var = tex2D(_node_4274,TRANSFORM_TEX(i.uv0, _node_4274));
  59. float3 emissive = _node_4274_var.rgb;
  60. float3 finalColor = emissive;
  61. float4 _node_9293_var = tex2D(_node_9293,TRANSFORM_TEX(i.uv0, _node_9293));
  62. fixed4 finalRGBA = fixed4(finalColor,(_node_9293_var.r*_node_4274_var.a));
  63. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  64. return finalRGBA;
  65. }
  66. ENDCG
  67. }
  68. }
  69. CustomEditor "ShaderForgeMaterialInspector"
  70. }