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- // Shader created with Shader Forge v1.38
- // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
- // Note: Manually altering this data may prevent you from opening it in Shader Forge
- 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- Shader "effect/MagicCoverAdd" {
- Properties {
- _LB_Color ("LB_Color", Color) = (0.7205882,0.8728195,1,1)
- _LB_ColorVal ("LB_ColorVal", Float ) = 1
- _LiangBian ("LiangBian", 2D) = "white" {}
- _TW_Color ("TW_Color", Color) = (0.6764706,0.8929007,1,1)
- _TW_ColorVal ("TW_ColorVal", Float ) = 1
- _TuoWei ("TuoWei", 2D) = "white" {}
- _LBTW_yundong ("LB/TW_yundong", Float ) = 0.3
- _WenLi ("WenLi", 2D) = "white" {}
- _WenLi_yundong ("WenLi_yundong", Float ) = 0.05
- _WenLi_qiangdu ("WenLi_qiangdu", Float ) = 0.1
- _Fresnel_Color ("Fresnel_Color", Color) = (0.4882137,0.6204242,0.6323529,1)
- _FresnelColorVal ("FresnelColorVal", Float ) = 1
- _Fresnel_Val ("Fresnel_Val", Float ) = 3
- _GaoGuang_Color ("GaoGuang_Color", Color) = (0.3088235,0.7711966,1,1)
- _GaoGuang_qiangdu ("GaoGuang_qiangdu", Float ) = 0.1
- _GaoGuangFanWei ("GaoGuangFanWei", Float ) = 0.5
- _Mask ("Mask", 2D) = "white" {}
- }
- SubShader {
- Tags {
- "IgnoreProjector"="True"
- "Queue"="Transparent"
- "RenderType"="Transparent"
- }
- LOD 200
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
- Blend One One
- Cull Off
- ZWrite Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #include "UnityCG.cginc"
- #pragma multi_compile_fwdbase
- #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform float4 _Fresnel_Color;
- uniform sampler2D _LiangBian; uniform float4 _LiangBian_ST;
- uniform sampler2D _WenLi; uniform float4 _WenLi_ST;
- uniform float4 _LB_Color;
- uniform sampler2D _TuoWei; uniform float4 _TuoWei_ST;
- uniform float4 _TW_Color;
- uniform float _Fresnel_Val;
- uniform float _WenLi_qiangdu;
- uniform float _WenLi_yundong;
- uniform float _LBTW_yundong;
- uniform float4 _GaoGuang_Color;
- uniform float _GaoGuang_qiangdu;
- uniform float _GaoGuangFanWei;
- uniform sampler2D _Mask; uniform float4 _Mask_ST;
- uniform float _LB_ColorVal;
- uniform float _TW_ColorVal;
- uniform float _FresnelColorVal;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = UnityObjectToClipPos( v.vertex );
- return o;
- }
- float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
- float isFrontFace = ( facing >= 0 ? 1 : 0 );
- float faceSign = ( facing >= 0 ? 1 : -1 );
- i.normalDir = normalize(i.normalDir);
- i.normalDir *= faceSign;
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 normalDirection = i.normalDir;
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- float attenuation = 1;
- float3 attenColor = attenuation * _LightColor0.xyz;
- ///////// Gloss:
- float gloss = _GaoGuangFanWei;
- float specPow = exp2( gloss * 10.0 + 1.0 );
- ////// Specular:
- float NdotL = saturate(dot( normalDirection, lightDirection ));
- float3 specularColor = (_GaoGuang_Color.rgb*_GaoGuang_qiangdu);
- float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
- float3 specular = directSpecular;
- ////// Emissive:
- float4 node_2859 = _Time;
- float2 node_1198 = (i.uv0+((node_2859.g*_WenLi_yundong)*2.0+-1.0)*float2(0,1));
- float4 _WenLi_var = tex2D(_WenLi,TRANSFORM_TEX(node_1198, _WenLi));
- float2 node_9058 = ((i.uv0+((node_2859.g*_LBTW_yundong)*-1.0+2.0)*float2(1,1))+(_WenLi_var.r*_WenLi_qiangdu));
- float4 _LiangBian_var = tex2D(_LiangBian,TRANSFORM_TEX(node_9058, _LiangBian));
- float4 _TuoWei_var = tex2D(_TuoWei,TRANSFORM_TEX(node_9058, _TuoWei));
- float node_870 = pow(1.0-max(0,dot(normalDirection, viewDirection)),_Fresnel_Val);
- float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
- float3 emissive = (((((_LB_Color.rgb*_LB_ColorVal)*_LiangBian_var.rgb*_TuoWei_var.rgb)+(_TuoWei_var.rgb*(_TW_Color.rgb*_TW_ColorVal)))+(_Fresnel_Color.rgb*node_870*_FresnelColorVal))*_Mask_var.a);
- /// Final Color:
- float3 finalColor = specular + emissive;
- return fixed4(finalColor,1);
- }
- ENDCG
- }
- Pass {
- Name "FORWARD_DELTA"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
- Cull Off
- ZWrite Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDADD
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #pragma multi_compile_fwdadd
- #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform float4 _Fresnel_Color;
- uniform sampler2D _LiangBian; uniform float4 _LiangBian_ST;
- uniform sampler2D _WenLi; uniform float4 _WenLi_ST;
- uniform float4 _LB_Color;
- uniform sampler2D _TuoWei; uniform float4 _TuoWei_ST;
- uniform float4 _TW_Color;
- uniform float _Fresnel_Val;
- uniform float _WenLi_qiangdu;
- uniform float _WenLi_yundong;
- uniform float _LBTW_yundong;
- uniform float4 _GaoGuang_Color;
- uniform float _GaoGuang_qiangdu;
- uniform float _GaoGuangFanWei;
- uniform sampler2D _Mask; uniform float4 _Mask_ST;
- uniform float _LB_ColorVal;
- uniform float _TW_ColorVal;
- uniform float _FresnelColorVal;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- LIGHTING_COORDS(3,4)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = UnityObjectToClipPos( v.vertex );
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
- float isFrontFace = ( facing >= 0 ? 1 : 0 );
- float faceSign = ( facing >= 0 ? 1 : -1 );
- i.normalDir = normalize(i.normalDir);
- i.normalDir *= faceSign;
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 normalDirection = i.normalDir;
- float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- ///////// Gloss:
- float gloss = _GaoGuangFanWei;
- float specPow = exp2( gloss * 10.0 + 1.0 );
- ////// Specular:
- float NdotL = saturate(dot( normalDirection, lightDirection ));
- float3 specularColor = (_GaoGuang_Color.rgb*_GaoGuang_qiangdu);
- float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
- float3 specular = directSpecular;
- /// Final Color:
- float3 finalColor = specular;
- return fixed4(finalColor * 1,0);
- }
- ENDCG
- }
- Pass {
- Name "ShadowCaster"
- Tags {
- "LightMode"="ShadowCaster"
- }
- Offset 1, 1
- Cull Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_SHADOWCASTER
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_shadowcaster
- #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
- #pragma target 3.0
- struct VertexInput {
- float4 vertex : POSITION;
- };
- struct VertexOutput {
- V2F_SHADOW_CASTER;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.pos = UnityObjectToClipPos( v.vertex );
- TRANSFER_SHADOW_CASTER(o)
- return o;
- }
- float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
- float isFrontFace = ( facing >= 0 ? 1 : 0 );
- float faceSign = ( facing >= 0 ? 1 : -1 );
- SHADOW_CASTER_FRAGMENT(i)
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
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