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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
- /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,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,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,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:0.09558821,fgcg:0.09558821,fgcb:0.09558821,fgca:1,fgde:0.02,fgrn:0,fgrf:300,stcl:False,atwp: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,fsmp:False;n:type:ShaderForge.SFN_Final,id:4795,x:32857,y:32675,varname:node_4795,prsc:2|emission-2393-OUT,alpha-798-OUT;n:type:ShaderForge.SFN_Tex2d,id:6074,x:32235,y:32601,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:0afcdac5cae18544eb368987da8d9891,ntxv:0,isnm:False|UVIN-7430-OUT;n:type:ShaderForge.SFN_Multiply,id:2393,x:32551,y:32771,varname:node_2393,prsc:2|A-6074-RGB,B-2053-RGB,C-797-RGB,D-9248-OUT;n:type:ShaderForge.SFN_VertexColor,id:2053,x:32235,y:32772,varname:node_2053,prsc:2;n:type:ShaderForge.SFN_Color,id:797,x:32235,y:32930,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_Vector1,id:9248,x:32235,y:33081,varname:node_9248,prsc:2,v1:2;n:type:ShaderForge.SFN_Multiply,id:798,x:32551,y:32943,varname:node_798,prsc:2|A-6074-A,B-2053-A,C-797-A,D-8263-R,E-2255-OUT;n:type:ShaderForge.SFN_Time,id:262,x:31569,y:32840,varname:node_262,prsc:2;n:type:ShaderForge.SFN_ValueProperty,id:7566,x:31569,y:33011,ptovrint:False,ptlb:U 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- Shader "Custom/Mirza Beig/Particles/Texture Distortion/Alpha Blended" {
- Properties {
- _TintColor ("Color", Color) = (0.5,0.5,0.5,1)
- _MainTex ("MainTex", 2D) = "white" {}
- _AlphaMask ("Alpha Mask", 2D) = "white" {}
- _USpeedMain ("U Speed (Main)", Float ) = -0.01
- _VSpeedMain ("V Speed (Main)", Float ) = -0.125
- _NoiseTex ("NoiseTex", 2D) = "white" {}
- _NoiseAmount ("Noise Amount", Range(0, 0.25)) = 0.25
- _NoiseMask ("Noise Mask", 2D) = "white" {}
- _USpeedNoise ("U Speed (Noise)", Float ) = 0.1
- _VSpeedNoise ("V Speed (Noise)", Float ) = 0.05
- _ColourMultiplier ("Colour Multiplier", Range(0, 8)) = 1
- [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
- }
- SubShader {
- Tags {
- "IgnoreProjector"="True"
- "Queue"="Transparent"
- "RenderType"="Transparent"
- }
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #include "UnityCG.cginc"
- #pragma multi_compile_fwdbase
- #pragma multi_compile_fog
- #pragma only_renderers d3d9 d3d11 glcore gles
- #pragma target 3.0
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform float4 _TintColor;
- uniform float _USpeedMain;
- uniform float _VSpeedMain;
- uniform sampler2D _NoiseTex; uniform float4 _NoiseTex_ST;
- uniform float _NoiseAmount;
- uniform float _USpeedNoise;
- uniform float _VSpeedNoise;
- uniform sampler2D _NoiseMask; uniform float4 _NoiseMask_ST;
- uniform float _ColourMultiplier;
- uniform sampler2D _AlphaMask; uniform float4 _AlphaMask_ST;
- struct VertexInput {
- float4 vertex : POSITION;
- float2 texcoord0 : TEXCOORD0;
- float4 vertexColor : COLOR;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float4 vertexColor : COLOR;
- UNITY_FOG_COORDS(1)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.vertexColor = v.vertexColor;
- o.pos = UnityObjectToClipPos( v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- ////// Lighting:
- ////// Emissive:
- float4 node_3693 = _Time;
- float2 node_4452 = (i.uv0+(node_3693.g*float2(_USpeedNoise,_VSpeedNoise)));
- float4 _NoiseTex_var = tex2D(_NoiseTex,TRANSFORM_TEX(node_4452, _NoiseTex));
- float4 _NoiseMask_var = tex2D(_NoiseMask,TRANSFORM_TEX(i.uv0, _NoiseMask));
- float4 node_262 = _Time;
- float2 node_7430 = (lerp(i.uv0,lerp(i.uv0,float2(_NoiseTex_var.r,_NoiseTex_var.r),_NoiseAmount),_NoiseMask_var.r)+(node_262.g*float2(_USpeedMain,_VSpeedMain)));
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_7430, _MainTex));
- float3 emissive = (_MainTex_var.rgb*i.vertexColor.rgb*_TintColor.rgb*2.0);
- float3 finalColor = emissive;
- float4 _AlphaMask_var = tex2D(_AlphaMask,TRANSFORM_TEX(i.uv0, _AlphaMask));
- fixed4 finalRGBA = fixed4(finalColor,(_MainTex_var.a*i.vertexColor.a*_TintColor.a*_AlphaMask_var.r*_ColourMultiplier));
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- }
- CustomEditor "ShaderForgeMaterialInspector"
- }
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