123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297 |
- Shader "FT/FT_Additive" {
- Properties {
- _MainColor ("MainColor", Color) = (1,0.3529412,0,1)
- _Texture ("Texture", 2D) = "white" {}
- _Normal ("Normal", 2D) = "bump" {}
- _Emission ("Emission", Float ) = 16
- [MaterialToggle] _Use_UVanim ("Use_UVanim", Float ) = 0
- _UV_Rows ("UV_Rows", Float ) = 4
- _UV_Columns ("UV_Columns", Float ) = 4
- _UV_AnimSpeed ("UV_AnimSpeed", Float ) = 1
- [MaterialToggle] _Use_Panner ("Use_Panner", Float ) = 0
- _PannerSpeed_X ("PannerSpeed_X", Float ) = 0
- _PannerSpeed_Y ("PannerSpeed_Y", Float ) = 0
- [MaterialToggle] _Use_AlphaClip ("Use_AlphaClip", Float ) = 1
- _AlphaClipAnimation ("AlphaClipAnimation", Range(10, 0)) = 1
- [MaterialToggle] _Use_Displace ("Use_Displace", Float ) = 0
- _DisplaceStrength ("DisplaceStrength", Float ) = 0.3
- [MaterialToggle] _Use_Fresnel ("Use_Fresnel", Float ) = 1
- _FresnelColor ("FresnelColor", Color) = (0.4411765,0.6794984,1,1)
- _Fresnel_Emission ("Fresnel_Emission", Float ) = 1
- _Fresnel_Range ("Fresnel_Range", Float ) = 5
- [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
- }
- SubShader {
- Tags {
- "IgnoreProjector"="True"
- "Queue"="Transparent"
- "RenderType"="Transparent"
- }
- Pass {
- Name "ForwardBase"
- 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 exclude_renderers xbox360 ps3 flash d3d11_9x
- #pragma target 3.0
- #pragma glsl
- uniform float4 _TimeEditor;
- uniform sampler2D _Texture; uniform float4 _Texture_ST;
- uniform float4 _MainColor;
- uniform float _Emission;
- uniform float _AlphaClipAnimation;
- uniform fixed _Use_Panner;
- uniform float _PannerSpeed_X;
- uniform float _PannerSpeed_Y;
- uniform fixed _Use_AlphaClip;
- uniform fixed _Use_Displace;
- uniform float _DisplaceStrength;
- uniform float _Fresnel_Range;
- uniform float4 _FresnelColor;
- uniform float _Fresnel_Emission;
- uniform fixed _Use_Fresnel;
- uniform sampler2D _Normal; uniform float4 _Normal_ST;
- uniform fixed _Use_UVanim;
- uniform float _UV_Rows;
- uniform float _UV_Columns;
- uniform float _UV_AnimSpeed;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- float4 vertexColor : COLOR;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- float3 tangentDir : TEXCOORD3;
- float3 binormalDir : TEXCOORD4;
- float4 vertexColor : COLOR;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.vertexColor = v.vertexColor;
- o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz;
- o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
- o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
- float4 node_6096 = _Time + _TimeEditor;
- float2 _Use_Panner_var = lerp( o.uv0, (o.uv0+(float2(_PannerSpeed_X,_PannerSpeed_Y)*node_6096.g)), _Use_Panner );
- float node_5832 = _UV_Rows;
- float node_7229 = _UV_Columns;
- float4 node_7610 = _Time + _TimeEditor;
- float node_5475 = round(((_UV_Rows*_UV_Columns)*frac((_UV_AnimSpeed*node_7610.g))));
- float2 _Use_UVanim_var = lerp( _Use_Panner_var, ((o.uv0/float2(node_5832,node_7229))+float2((fmod(node_5475,node_5832)/node_5832),(1.0 - (floor((node_5475/node_5832))/node_7229)))), _Use_UVanim );
- float4 _Texture_var = tex2Dlod(_Texture,float4(TRANSFORM_TEX(_Use_UVanim_var, _Texture),0.0,0));
- v.vertex.xyz += lerp( 0.0, (_Texture_var.rgb*_DisplaceStrength*v.normal), _Use_Displace );
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.pos = UnityObjectToClipPos(v.vertex);
- return o;
- }
- fixed4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float4 node_6096 = _Time + _TimeEditor;
- float2 _Use_Panner_var = lerp( i.uv0, (i.uv0+(float2(_PannerSpeed_X,_PannerSpeed_Y)*node_6096.g)), _Use_Panner );
- float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(_Use_Panner_var, _Normal)));
- float3 normalLocal = _Normal_var.rgb;
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform ));
-
- float nSign = sign( dot( viewDirection, i.normalDir ) );
- i.normalDir *= nSign;
- normalDirection *= nSign;
-
- float node_5832 = _UV_Rows;
- float node_7229 = _UV_Columns;
- float4 node_7610 = _Time + _TimeEditor;
- float node_5475 = round(((_UV_Rows*_UV_Columns)*frac((_UV_AnimSpeed*node_7610.g))));
- float2 _Use_UVanim_var = lerp( _Use_Panner_var, ((i.uv0/float2(node_5832,node_7229))+float2((fmod(node_5475,node_5832)/node_5832),(1.0 - (floor((node_5475/node_5832))/node_7229)))), _Use_UVanim );
- float4 _Texture_var = tex2D(_Texture,TRANSFORM_TEX(_Use_UVanim_var, _Texture));
- clip(lerp( 1.0, ((_Texture_var.r*_AlphaClipAnimation)+(_AlphaClipAnimation*0.1)), _Use_AlphaClip ) - 0.5);
- float3 emissive = (pow(1.0-max(0,dot(normalDirection, viewDirection)),_Fresnel_Range)*_FresnelColor.rgb*lerp( 0.0, _Fresnel_Emission, _Use_Fresnel ));
- float3 finalColor = emissive + ((_Texture_var.rgb*_Emission*_MainColor.rgb)*i.vertexColor.rgb);
- return fixed4(finalColor,_Texture_var.a);
- }
- ENDCG
- }
- Pass {
- Name "ShadowCollector"
- Tags {
- "LightMode"="ShadowCollector"
- }
- Cull Off
-
- Fog {Mode Off}
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_SHADOWCOLLECTOR
- #define SHADOW_COLLECTOR_PASS
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_shadowcollector
- #pragma exclude_renderers xbox360 ps3 flash d3d11_9x
- #pragma target 3.0
- #pragma glsl
- uniform float4 _TimeEditor;
- uniform sampler2D _Texture; uniform float4 _Texture_ST;
- uniform float _AlphaClipAnimation;
- uniform fixed _Use_Panner;
- uniform float _PannerSpeed_X;
- uniform float _PannerSpeed_Y;
- uniform fixed _Use_AlphaClip;
- uniform fixed _Use_Displace;
- uniform float _DisplaceStrength;
- uniform fixed _Use_UVanim;
- uniform float _UV_Rows;
- uniform float _UV_Columns;
- uniform float _UV_AnimSpeed;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- V2F_SHADOW_COLLECTOR;
- float2 uv0 : TEXCOORD5;
- float3 normalDir : TEXCOORD6;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz;
- float4 node_6096 = _Time + _TimeEditor;
- float2 _Use_Panner_var = lerp( o.uv0, (o.uv0+(float2(_PannerSpeed_X,_PannerSpeed_Y)*node_6096.g)), _Use_Panner );
- float node_5832 = _UV_Rows;
- float node_7229 = _UV_Columns;
- float4 node_7610 = _Time + _TimeEditor;
- float node_5475 = round(((_UV_Rows*_UV_Columns)*frac((_UV_AnimSpeed*node_7610.g))));
- float2 _Use_UVanim_var = lerp( _Use_Panner_var, ((o.uv0/float2(node_5832,node_7229))+float2((fmod(node_5475,node_5832)/node_5832),(1.0 - (floor((node_5475/node_5832))/node_7229)))), _Use_UVanim );
- float4 _Texture_var = tex2Dlod(_Texture,float4(TRANSFORM_TEX(_Use_UVanim_var, _Texture),0.0,0));
- v.vertex.xyz += lerp( 0.0, (_Texture_var.rgb*_DisplaceStrength*v.normal), _Use_Displace );
- o.pos = UnityObjectToClipPos(v.vertex);
- TRANSFER_SHADOW_COLLECTOR(o)
- return o;
- }
- fixed4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float4 node_6096 = _Time + _TimeEditor;
- float2 _Use_Panner_var = lerp( i.uv0, (i.uv0+(float2(_PannerSpeed_X,_PannerSpeed_Y)*node_6096.g)), _Use_Panner );
- float node_5832 = _UV_Rows;
- float node_7229 = _UV_Columns;
- float4 node_7610 = _Time + _TimeEditor;
- float node_5475 = round(((_UV_Rows*_UV_Columns)*frac((_UV_AnimSpeed*node_7610.g))));
- float2 _Use_UVanim_var = lerp( _Use_Panner_var, ((i.uv0/float2(node_5832,node_7229))+float2((fmod(node_5475,node_5832)/node_5832),(1.0 - (floor((node_5475/node_5832))/node_7229)))), _Use_UVanim );
- float4 _Texture_var = tex2D(_Texture,TRANSFORM_TEX(_Use_UVanim_var, _Texture));
- clip(lerp( 1.0, ((_Texture_var.r*_AlphaClipAnimation)+(_AlphaClipAnimation*0.1)), _Use_AlphaClip ) - 0.5);
- SHADOW_COLLECTOR_FRAGMENT(i)
- }
- ENDCG
- }
- Pass {
- Name "ShadowCaster"
- Tags {
- "LightMode"="ShadowCaster"
- }
- Cull Off
- Offset 1, 1
-
- Fog {Mode 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 exclude_renderers xbox360 ps3 flash d3d11_9x
- #pragma target 3.0
- #pragma glsl
- uniform float4 _TimeEditor;
- uniform sampler2D _Texture; uniform float4 _Texture_ST;
- uniform float _AlphaClipAnimation;
- uniform fixed _Use_Panner;
- uniform float _PannerSpeed_X;
- uniform float _PannerSpeed_Y;
- uniform fixed _Use_AlphaClip;
- uniform fixed _Use_Displace;
- uniform float _DisplaceStrength;
- uniform fixed _Use_UVanim;
- uniform float _UV_Rows;
- uniform float _UV_Columns;
- uniform float _UV_AnimSpeed;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- V2F_SHADOW_CASTER;
- float2 uv0 : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz;
- float4 node_6096 = _Time + _TimeEditor;
- float2 _Use_Panner_var = lerp( o.uv0, (o.uv0+(float2(_PannerSpeed_X,_PannerSpeed_Y)*node_6096.g)), _Use_Panner );
- float node_5832 = _UV_Rows;
- float node_7229 = _UV_Columns;
- float4 node_7610 = _Time + _TimeEditor;
- float node_5475 = round(((_UV_Rows*_UV_Columns)*frac((_UV_AnimSpeed*node_7610.g))));
- float2 _Use_UVanim_var = lerp( _Use_Panner_var, ((o.uv0/float2(node_5832,node_7229))+float2((fmod(node_5475,node_5832)/node_5832),(1.0 - (floor((node_5475/node_5832))/node_7229)))), _Use_UVanim );
- float4 _Texture_var = tex2Dlod(_Texture,float4(TRANSFORM_TEX(_Use_UVanim_var, _Texture),0.0,0));
- v.vertex.xyz += lerp( 0.0, (_Texture_var.rgb*_DisplaceStrength*v.normal), _Use_Displace );
- o.pos = UnityObjectToClipPos(v.vertex);
- TRANSFER_SHADOW_CASTER(o)
- return o;
- }
- fixed4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float4 node_6096 = _Time + _TimeEditor;
- float2 _Use_Panner_var = lerp( i.uv0, (i.uv0+(float2(_PannerSpeed_X,_PannerSpeed_Y)*node_6096.g)), _Use_Panner );
- float node_5832 = _UV_Rows;
- float node_7229 = _UV_Columns;
- float4 node_7610 = _Time + _TimeEditor;
- float node_5475 = round(((_UV_Rows*_UV_Columns)*frac((_UV_AnimSpeed*node_7610.g))));
- float2 _Use_UVanim_var = lerp( _Use_Panner_var, ((i.uv0/float2(node_5832,node_7229))+float2((fmod(node_5475,node_5832)/node_5832),(1.0 - (floor((node_5475/node_5832))/node_7229)))), _Use_UVanim );
- float4 _Texture_var = tex2D(_Texture,TRANSFORM_TEX(_Use_UVanim_var, _Texture));
- clip(lerp( 1.0, ((_Texture_var.r*_AlphaClipAnimation)+(_AlphaClipAnimation*0.1)), _Use_AlphaClip ) - 0.5);
- SHADOW_CASTER_FRAGMENT(i)
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
|