// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "xulie" { Properties { _TextureSample0("Texture Sample 0", 2D) = "white" {} _UV("UV", Vector) = (2,2,0,0) _Float0("Float 0", Float) = 8.63 _Color0("Color 0", Color) = (1,1,1,0) [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back Blend SrcAlpha OneMinusSrcAlpha , SrcAlpha OneMinusSrcAlpha CGINCLUDE #include "UnityShaderVariables.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float2 uv_texcoord; }; uniform float4 _Color0; uniform sampler2D _TextureSample0; uniform float2 _UV; uniform float _Float0; SamplerState sampler_TextureSample0; inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0, 0, 0, s.Alpha ); } void surf( Input i , inout SurfaceOutput o ) { float temp_output_4_0_g1 = _UV.x; float temp_output_5_0_g1 = _UV.y; float2 appendResult7_g1 = (float2(temp_output_4_0_g1 , temp_output_5_0_g1)); float totalFrames39_g1 = ( temp_output_4_0_g1 * temp_output_5_0_g1 ); float2 appendResult8_g1 = (float2(totalFrames39_g1 , temp_output_5_0_g1)); float mulTime7 = _Time.y * _Float0; float clampResult42_g1 = clamp( 0.0 , 0.0001 , ( totalFrames39_g1 - 1.0 ) ); float temp_output_35_0_g1 = frac( ( ( mulTime7 + clampResult42_g1 ) / totalFrames39_g1 ) ); float2 appendResult29_g1 = (float2(temp_output_35_0_g1 , ( 1.0 - temp_output_35_0_g1 ))); float2 temp_output_15_0_g1 = ( ( i.uv_texcoord / appendResult7_g1 ) + ( floor( ( appendResult8_g1 * appendResult29_g1 ) ) / appendResult7_g1 ) ); float4 tex2DNode3 = tex2D( _TextureSample0, temp_output_15_0_g1 ); o.Emission = ( _Color0 * tex2DNode3 ).rgb; o.Alpha = ( _Color0.a * tex2DNode3.a ); } ENDCG CGPROGRAM #pragma surface surf Unlit keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float3 worldPos : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); SurfaceOutput o; UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; clip( alphaRef - 0.01 ); SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18703 0;40;1906;979;1043.3;476.5715;1;True;True Node;AmplifyShaderEditor.RangedFloatNode;4;-813.2998,225.9285;Inherit;False;Property;_Float0;Float 0;3;0;Create;True;0;0;False;0;False;8.63;24.04;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleTimeNode;7;-604.2998,318.9285;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.Vector2Node;6;-697.2998,45.92853;Inherit;False;Property;_UV;UV;2;0;Create;True;0;0;False;0;False;2,2;6,3;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.FunctionNode;1;-432,18.5;Inherit;False;Flipbook;-1;;1;53c2488c220f6564ca6c90721ee16673;2,71,0,68,0;8;51;SAMPLER2D;0.0;False;13;FLOAT2;0,0;False;4;FLOAT;3;False;5;FLOAT;3;False;24;FLOAT;0;False;2;FLOAT;0;False;55;FLOAT;0;False;70;FLOAT;0;False;5;COLOR;53;FLOAT2;0;FLOAT;47;FLOAT;48;FLOAT;62 Node;AmplifyShaderEditor.SamplerNode;3;-121,-27.5;Inherit;True;Property;_TextureSample0;Texture Sample 0;1;0;Create;True;0;0;False;0;False;-1;a9bb09faa9ba6e042a0c2641aa15d8ed;51424aa40bbaa584b82186503734d1a0;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ColorNode;9;-78.30005,-242.5715;Inherit;False;Property;_Color0;Color 0;4;0;Create;True;0;0;False;0;False;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;8;-784.2998,349.9285;Inherit;False;Constant;_Float1;Float 1;3;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;255.7,-185.5715;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;338.7,26.4285;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;518,-100;Float;False;True;-1;2;ASEMaterialInspector;0;0;Unlit;xulie;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;True;True;0;True;Transparent;;Geometry;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;5;False;-1;10;False;-1;2;5;False;-1;10;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;0;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;False;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 WireConnection;7;0;4;0 WireConnection;1;4;6;1 WireConnection;1;5;6;2 WireConnection;1;2;7;0 WireConnection;3;1;1;0 WireConnection;10;0;9;0 WireConnection;10;1;3;0 WireConnection;11;0;9;4 WireConnection;11;1;3;4 WireConnection;0;2;10;0 WireConnection;0;9;11;0 ASEEND*/ //CHKSM=D78C3F0C556207D81770D09363A018456A01B0A0