// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.05 // 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:1.05;sub:START;pass:START;ps:flbk:,lico:1,lgpr:1,nrmq:1,limd:0,uamb:True,mssp:True,lmpd:False,lprd:False,rprd:False,enco:False,frtr:True,vitr:True,dbil:False,rmgx:True,rpth:0,hqsc:True,hqlp:False,tesm:0,blpr:1,bsrc:3,bdst:7,culm:0,dpts:2,wrdp:False,dith:2,ufog:True,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,ofsf:0,ofsu:0,f2p0:False;n:type:ShaderForge.SFN_Final,id:1457,x:33288,y:32719,varname:node_1457,prsc:2|emission-316-OUT,alpha-9525-OUT;n:type:ShaderForge.SFN_Tex2d,id:2230,x:32007,y:32827,ptovrint:False,ptlb:Texture,ptin:_Texture,varname:node_2230,prsc:2,tex:6b6582862e488694db9e84872a8fa4c5,ntxv:2,isnm:False;n:type:ShaderForge.SFN_Color,id:5327,x:32242,y:32573,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_5327,prsc:2,glob:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:316,x:32507,y:32780,varname:node_316,prsc:2|A-2230-RGB,B-5327-RGB,C-3762-RGB,D-3800-OUT;n:type:ShaderForge.SFN_VertexColor,id:3762,x:32302,y:32949,varname:node_3762,prsc:2;n:type:ShaderForge.SFN_Multiply,id:9525,x:32812,y:32942,varname:node_9525,prsc:2|A-2230-A,B-3762-A;n:type:ShaderForge.SFN_ValueProperty,id:3800,x:32490,y:32619,ptovrint:False,ptlb:Emission,ptin:_Emission,varname:node_3800,prsc:2,glob:False,v1:1;proporder:5327-2230-3800;pass:END;sub:END;*/ Shader "FT/AlphaBlend" { Properties { _Color ("Color", Color) = (1,1,1,1) _Texture ("Texture", 2D) = "black" {} _Emission ("Emission", Float ) = 1 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "ForwardBase" 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 exclude_renderers xbox360 ps3 flash d3d11_9x #pragma target 3.0 uniform sampler2D _Texture; uniform float4 _Texture_ST; uniform float4 _Color; uniform float _Emission; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 vertexColor : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.vertexColor = v.vertexColor; o.pos = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(VertexOutput i) : COLOR { /////// Vectors: ////// Lighting: ////// Emissive: float4 _Texture_var = tex2D(_Texture,TRANSFORM_TEX(i.uv0, _Texture)); float3 emissive = (_Texture_var.rgb*_Color.rgb*i.vertexColor.rgb*_Emission); float3 finalColor = emissive; return fixed4(finalColor,(_Texture_var.a*i.vertexColor.a)); } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }