// 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:1,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:2,bsrc:0,bdst:0,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,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:4013,x:33035,y:32715,varname:node_4013,prsc:2|diff-4199-OUT,emission-4199-OUT,clip-3423-A;n:type:ShaderForge.SFN_Color,id:1304,x:32387,y:32638,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_1304,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Tex2d,id:3423,x:32325,y:32833,ptovrint:False,ptlb:node_3423,ptin:_node_3423,varname:node_3423,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-123-UVOUT;n:type:ShaderForge.SFN_Multiply,id:4199,x:32663,y:32737,varname:node_4199,prsc:2|A-1304-RGB,B-3423-RGB;n:type:ShaderForge.SFN_TexCoord,id:129,x:31725,y:32688,varname:node_129,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Panner,id:123,x:32086,y:32729,varname:node_123,prsc:2,spu:0,spv:0.01|UVIN-129-UVOUT,DIST-6203-OUT;n:type:ShaderForge.SFN_Slider,id:7551,x:31746,y:33139,ptovrint:False,ptlb:node_7551,ptin:_node_7551,varname:node_7551,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Slider,id:7419,x:31561,y:32996,ptovrint:False,ptlb:node_7419,ptin:_node_7419,varname:node_7419,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:12;n:type:ShaderForge.SFN_Time,id:8662,x:31702,y:32847,varname:node_8662,prsc:2;n:type:ShaderForge.SFN_Multiply,id:6203,x:31928,y:32867,varname:node_6203,prsc:2|A-8662-T,B-7419-OUT;proporder:1304-3423-7551-7419;pass:END;sub:END;*/ Shader "Shader Forge/LiZi01" { Properties { _Color ("Color", Color) = (1,1,1,1) _node_3423 ("node_3423", 2D) = "white" {} _node_7551 ("node_7551", Range(0, 1)) = 1 _node_7419 ("node_7419", Range(0, 12)) = 0 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend One One Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "AutoLight.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone #pragma target 3.0 uniform float4 _LightColor0; uniform float4 _TimeEditor; uniform float4 _Color; uniform sampler2D _node_3423; uniform float4 _node_3423_ST; uniform float _node_7419; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; LIGHTING_COORDS(3,4) UNITY_FOG_COORDS(5) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float4 node_8662 = _Time + _TimeEditor; float2 node_123 = (i.uv0+(node_8662.g*_node_7419)*float2(0,0.01)); float4 _node_3423_var = tex2D(_node_3423,TRANSFORM_TEX(node_123, _node_3423)); clip(_node_3423_var.a - 0.5); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; /////// Diffuse: float NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = max( 0.0, NdotL) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light float3 node_4199 = (_Color.rgb*_node_3423_var.rgb); float3 diffuseColor = node_4199; float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; ////// Emissive: float3 emissive = node_4199; /// Final Color: float3 finalColor = diffuse + emissive; fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #include "UnityCG.cginc" #include "AutoLight.cginc" #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone #pragma target 3.0 uniform float4 _LightColor0; uniform float4 _TimeEditor; uniform float4 _Color; uniform sampler2D _node_3423; uniform float4 _node_3423_ST; uniform float _node_7419; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; LIGHTING_COORDS(3,4) UNITY_FOG_COORDS(5) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float4 node_8662 = _Time + _TimeEditor; float2 node_123 = (i.uv0+(node_8662.g*_node_7419)*float2(0,0.01)); float4 _node_3423_var = tex2D(_node_3423,TRANSFORM_TEX(node_123, _node_3423)); clip(_node_3423_var.a - 0.5); float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; /////// Diffuse: float NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = max( 0.0, NdotL) * attenColor; float3 node_4199 = (_Color.rgb*_node_3423_var.rgb); float3 diffuseColor = node_4199; float3 diffuse = directDiffuse * diffuseColor; /// Final Color: float3 finalColor = diffuse; fixed4 finalRGBA = fixed4(finalColor * 1,0); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 Cull 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 multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone #pragma target 3.0 uniform float4 _TimeEditor; uniform sampler2D _node_3423; uniform float4 _node_3423_ST; uniform float _node_7419; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = UnityObjectToClipPos( v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); float4 node_8662 = _Time + _TimeEditor; float2 node_123 = (i.uv0+(node_8662.g*_node_7419)*float2(0,0.01)); float4 _node_3423_var = tex2D(_node_3423,TRANSFORM_TEX(node_123, _node_3423)); clip(_node_3423_var.a - 0.5); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }