AnNiu.shader 7.3 KB

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  1. // Shader created with Shader Forge v1.37
  2. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  3. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  4. /*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:33308,y:32637,varname:node_3138,prsc:2|emission-976-OUT,voffset-83-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:32616,y:32265,ptovrint:False,ptlb:Color,ptin:_Color,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_Slider,id:6478,x:32497,y:32450,ptovrint:False,ptlb:node_6478,ptin:_node_6478,varname:node_6478,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.377516,max:2;n:type:ShaderForge.SFN_Multiply,id:976,x:32927,y:32442,varname:node_976,prsc:2|A-7241-RGB,B-6478-OUT,C-9355-RGB;n:type:ShaderForge.SFN_Tex2d,id:9355,x:32556,y:32602,ptovrint:False,ptlb:node_9355,ptin:_node_9355,varname:node_9355,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-4780-UVOUT;n:type:ShaderForge.SFN_Panner,id:4780,x:32274,y:32575,varname:node_4780,prsc:2,spu:0,spv:1|UVIN-452-UVOUT,DIST-4390-OUT;n:type:ShaderForge.SFN_TexCoord,id:452,x:31989,y:32548,varname:node_452,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Time,id:2312,x:31890,y:32762,varname:node_2312,prsc:2;n:type:ShaderForge.SFN_Slider,id:321,x:31811,y:32932,ptovrint:False,ptlb:node_321,ptin:_node_321,varname:node_321,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Multiply,id:4390,x:32161,y:32795,varname:node_4390,prsc:2|A-2312-T,B-321-OUT;n:type:ShaderForge.SFN_Slider,id:6025,x:32756,y:32845,ptovrint:False,ptlb:node_6025,ptin:_node_6025,varname:node_6025,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Multiply,id:83,x:33036,y:32661,varname:node_83,prsc:2|A-976-OUT,B-6025-OUT;proporder:7241-6478-9355-321-6025;pass:END;sub:END;*/
  5. Shader "LuoYeDaShi/AnNiu" {
  6. Properties {
  7. _Color ("Color", Color) = (0.07843138,0.3921569,0.7843137,1)
  8. _node_6478 ("node_6478", Range(0, 2)) = 0.377516
  9. _node_9355 ("node_9355", 2D) = "white" {}
  10. _node_321 ("node_321", Range(0, 1)) = 0
  11. _node_6025 ("node_6025", Range(0, 1)) = 0
  12. }
  13. SubShader {
  14. Tags {
  15. "IgnoreProjector"="True"
  16. "Queue"="Transparent"
  17. "RenderType"="Transparent"
  18. }
  19. Pass {
  20. Name "FORWARD"
  21. Tags {
  22. "LightMode"="ForwardBase"
  23. }
  24. Blend One One
  25. ZWrite Off
  26. CGPROGRAM
  27. #pragma vertex vert
  28. #pragma fragment frag
  29. #define UNITY_PASS_FORWARDBASE
  30. #include "UnityCG.cginc"
  31. #pragma multi_compile_fwdbase
  32. #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x
  33. #pragma target 3.0
  34. uniform float4 _TimeEditor;
  35. uniform float4 _Color;
  36. uniform float _node_6478;
  37. uniform sampler2D _node_9355; uniform float4 _node_9355_ST;
  38. uniform float _node_321;
  39. uniform float _node_6025;
  40. struct VertexInput {
  41. float4 vertex : POSITION;
  42. float2 texcoord0 : TEXCOORD0;
  43. };
  44. struct VertexOutput {
  45. float4 pos : SV_POSITION;
  46. float2 uv0 : TEXCOORD0;
  47. };
  48. VertexOutput vert (VertexInput v) {
  49. VertexOutput o = (VertexOutput)0;
  50. o.uv0 = v.texcoord0;
  51. float4 node_2312 = _Time + _TimeEditor;
  52. float2 node_4780 = (o.uv0+(node_2312.g*_node_321)*float2(0,1));
  53. float4 _node_9355_var = tex2Dlod(_node_9355,float4(TRANSFORM_TEX(node_4780, _node_9355),0.0,0));
  54. float3 node_976 = (_Color.rgb*_node_6478*_node_9355_var.rgb);
  55. v.vertex.xyz += (node_976*_node_6025);
  56. o.pos = UnityObjectToClipPos( v.vertex );
  57. return o;
  58. }
  59. float4 frag(VertexOutput i) : COLOR {
  60. ////// Lighting:
  61. ////// Emissive:
  62. float4 node_2312 = _Time + _TimeEditor;
  63. float2 node_4780 = (i.uv0+(node_2312.g*_node_321)*float2(0,1));
  64. float4 _node_9355_var = tex2D(_node_9355,TRANSFORM_TEX(node_4780, _node_9355));
  65. float3 node_976 = (_Color.rgb*_node_6478*_node_9355_var.rgb);
  66. float3 emissive = node_976;
  67. float3 finalColor = emissive;
  68. return fixed4(finalColor,1);
  69. }
  70. ENDCG
  71. }
  72. Pass {
  73. Name "ShadowCaster"
  74. Tags {
  75. "LightMode"="ShadowCaster"
  76. }
  77. Offset 1, 1
  78. Cull Back
  79. CGPROGRAM
  80. #pragma vertex vert
  81. #pragma fragment frag
  82. #define UNITY_PASS_SHADOWCASTER
  83. #include "UnityCG.cginc"
  84. #include "Lighting.cginc"
  85. #pragma fragmentoption ARB_precision_hint_fastest
  86. #pragma multi_compile_shadowcaster
  87. #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x
  88. #pragma target 3.0
  89. uniform float4 _TimeEditor;
  90. uniform float4 _Color;
  91. uniform float _node_6478;
  92. uniform sampler2D _node_9355; uniform float4 _node_9355_ST;
  93. uniform float _node_321;
  94. uniform float _node_6025;
  95. struct VertexInput {
  96. float4 vertex : POSITION;
  97. float2 texcoord0 : TEXCOORD0;
  98. };
  99. struct VertexOutput {
  100. V2F_SHADOW_CASTER;
  101. float2 uv0 : TEXCOORD1;
  102. };
  103. VertexOutput vert (VertexInput v) {
  104. VertexOutput o = (VertexOutput)0;
  105. o.uv0 = v.texcoord0;
  106. float4 node_2312 = _Time + _TimeEditor;
  107. float2 node_4780 = (o.uv0+(node_2312.g*_node_321)*float2(0,1));
  108. float4 _node_9355_var = tex2Dlod(_node_9355,float4(TRANSFORM_TEX(node_4780, _node_9355),0.0,0));
  109. float3 node_976 = (_Color.rgb*_node_6478*_node_9355_var.rgb);
  110. v.vertex.xyz += (node_976*_node_6025);
  111. o.pos = UnityObjectToClipPos( v.vertex );
  112. TRANSFER_SHADOW_CASTER(o)
  113. return o;
  114. }
  115. float4 frag(VertexOutput i) : COLOR {
  116. SHADOW_CASTER_FRAGMENT(i)
  117. }
  118. ENDCG
  119. }
  120. }
  121. FallBack "Diffuse"
  122. CustomEditor "ShaderForgeMaterialInspector"
  123. }