// 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: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;*/ Shader "LuoYeDaShi/AnNiu" { Properties { _Color ("Color", Color) = (0.07843138,0.3921569,0.7843137,1) _node_6478 ("node_6478", Range(0, 2)) = 0.377516 _node_9355 ("node_9355", 2D) = "white" {} _node_321 ("node_321", Range(0, 1)) = 0 _node_6025 ("node_6025", Range(0, 1)) = 0 } 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 #pragma target 3.0 uniform float4 _TimeEditor; uniform float4 _Color; uniform float _node_6478; uniform sampler2D _node_9355; uniform float4 _node_9355_ST; uniform float _node_321; uniform float _node_6025; 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; float4 node_2312 = _Time + _TimeEditor; float2 node_4780 = (o.uv0+(node_2312.g*_node_321)*float2(0,1)); float4 _node_9355_var = tex2Dlod(_node_9355,float4(TRANSFORM_TEX(node_4780, _node_9355),0.0,0)); float3 node_976 = (_Color.rgb*_node_6478*_node_9355_var.rgb); v.vertex.xyz += (node_976*_node_6025); o.pos = UnityObjectToClipPos( v.vertex ); return o; } float4 frag(VertexOutput i) : COLOR { ////// Lighting: ////// Emissive: float4 node_2312 = _Time + _TimeEditor; float2 node_4780 = (i.uv0+(node_2312.g*_node_321)*float2(0,1)); float4 _node_9355_var = tex2D(_node_9355,TRANSFORM_TEX(node_4780, _node_9355)); float3 node_976 = (_Color.rgb*_node_6478*_node_9355_var.rgb); float3 emissive = node_976; float3 finalColor = emissive; return fixed4(finalColor,1); } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 Cull Back 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 only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x #pragma target 3.0 uniform float4 _TimeEditor; uniform float4 _Color; uniform float _node_6478; uniform sampler2D _node_9355; uniform float4 _node_9355_ST; uniform float _node_321; uniform float _node_6025; 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; float4 node_2312 = _Time + _TimeEditor; float2 node_4780 = (o.uv0+(node_2312.g*_node_321)*float2(0,1)); float4 _node_9355_var = tex2Dlod(_node_9355,float4(TRANSFORM_TEX(node_4780, _node_9355),0.0,0)); float3 node_976 = (_Color.rgb*_node_6478*_node_9355_var.rgb); v.vertex.xyz += (node_976*_node_6025); o.pos = UnityObjectToClipPos( v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i) : COLOR { SHADOW_CASTER_FRAGMENT(i) } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }