// Shader created with Shader Forge v1.37 // 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:1.37;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:0,bdst:0,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,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:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:3138,x:33839,y:32833,varname:node_3138,prsc:2|emission-3462-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:32391,y:32741,ptovrint:False,ptlb:yanse,ptin:_yanse,varname:node_7241,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.07843138,c2:0.3921569,c3:0.7843137,c4:1;n:type:ShaderForge.SFN_Panner,id:9380,x:32210,y:32987,varname:node_9380,prsc:2,spu:0,spv:0.5|UVIN-1125-UVOUT;n:type:ShaderForge.SFN_TexCoord,id:1125,x:32051,y:32987,varname:node_1125,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Multiply,id:4069,x:32581,y:32741,varname:node_4069,prsc:2|A-7241-RGB,B-4740-RGB;n:type:ShaderForge.SFN_Tex2d,id:4740,x:32440,y:32987,ptovrint:False,ptlb:wenli,ptin:_wenli,varname:node_4740,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-9380-UVOUT;n:type:ShaderForge.SFN_ValueProperty,id:3393,x:32618,y:32917,ptovrint:False,ptlb:zhangruo,ptin:_zhangruo,varname:node_3393,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Multiply,id:6554,x:32799,y:32815,varname:node_6554,prsc:2|A-4069-OUT,B-3393-OUT;n:type:ShaderForge.SFN_Tex2d,id:7442,x:32642,y:33047,ptovrint:False,ptlb:zhezhao,ptin:_zhezhao,varname:node_7442,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Add,id:3462,x:33465,y:32960,varname:node_3462,prsc:2|A-6117-OUT,B-894-OUT,C-8293-OUT,D-37-RGB;n:type:ShaderForge.SFN_Color,id:2070,x:32642,y:33218,ptovrint:False,ptlb:node_2070,ptin:_node_2070,varname:node_2070,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_Multiply,id:2806,x:32924,y:33168,varname:node_2806,prsc:2|A-7442-RGB,B-2070-RGB,C-3484-OUT;n:type:ShaderForge.SFN_Tex2d,id:9983,x:32893,y:33560,ptovrint:False,ptlb:node_9983,ptin:_node_9983,varname:node_9983,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:894,x:33103,y:33304,varname:node_894,prsc:2|A-2806-OUT,B-9983-RGB;n:type:ShaderForge.SFN_Multiply,id:6117,x:33054,y:32837,varname:node_6117,prsc:2|A-9983-RGB,B-6554-OUT;n:type:ShaderForge.SFN_Slider,id:3484,x:32343,y:33479,ptovrint:False,ptlb:node_3484,ptin:_node_3484,varname:node_3484,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:1,cur:1,max:3;n:type:ShaderForge.SFN_Color,id:3228,x:32906,y:33738,ptovrint:False,ptlb:node_3228,ptin:_node_3228,varname:node_3228,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_Multiply,id:8293,x:33278,y:33542,varname:node_8293,prsc:2|A-9983-RGB,B-3228-RGB;n:type:ShaderForge.SFN_Tex2d,id:37,x:33155,y:33027,ptovrint:False,ptlb:biankuang,ptin:_biankuang,varname:node_37,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;proporder:7241-4740-3393-7442-2070-9983-3484-3228-37;pass:END;sub:END;*/ Shader "LuoYeDaShi/Faguang" { Properties { _yanse ("yanse", Color) = (0.07843138,0.3921569,0.7843137,1) _wenli ("wenli", 2D) = "white" {} _zhangruo ("zhangruo", Float ) = 1 _zhezhao ("zhezhao", 2D) = "white" {} _node_2070 ("node_2070", Color) = (0.5,0.5,0.5,1) _node_9983 ("node_9983", 2D) = "white" {} _node_3484 ("node_3484", Range(1, 3)) = 1 _node_3228 ("node_3228", Color) = (0.5,0.5,0.5,1) _biankuang ("biankuang", 2D) = "white" {} } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend One One 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 _TimeEditor; uniform float4 _yanse; uniform sampler2D _wenli; uniform float4 _wenli_ST; uniform float _zhangruo; uniform sampler2D _zhezhao; uniform float4 _zhezhao_ST; uniform float4 _node_2070; uniform sampler2D _node_9983; uniform float4 _node_9983_ST; uniform float _node_3484; uniform float4 _node_3228; uniform sampler2D _biankuang; uniform float4 _biankuang_ST; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = UnityObjectToClipPos( v.vertex ); return o; } float4 frag(VertexOutput i) : COLOR { ////// Lighting: ////// Emissive: float4 _node_9983_var = tex2D(_node_9983,TRANSFORM_TEX(i.uv0, _node_9983)); float4 node_4834 = _Time + _TimeEditor; float2 node_9380 = (i.uv0+node_4834.g*float2(0,0.5)); float4 _wenli_var = tex2D(_wenli,TRANSFORM_TEX(node_9380, _wenli)); float4 _zhezhao_var = tex2D(_zhezhao,TRANSFORM_TEX(i.uv0, _zhezhao)); float4 _biankuang_var = tex2D(_biankuang,TRANSFORM_TEX(i.uv0, _biankuang)); float3 emissive = ((_node_9983_var.rgb*((_yanse.rgb*_wenli_var.rgb)*_zhangruo))+((_zhezhao_var.rgb*_node_2070.rgb*_node_3484)*_node_9983_var.rgb)+(_node_9983_var.rgb*_node_3228.rgb)+_biankuang_var.rgb); float3 finalColor = emissive; return fixed4(finalColor,1); } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }