// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Shader created with Shader Forge v1.38 // 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:1.38;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:True,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:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5288711,fgcg:0.777543,fgcb:0.9852941,fgca:1,fgde:0.01,fgrn:30,fgrf:50,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:True,fnfb:True,fsmp:False;n:type:ShaderForge.SFN_Final,id:4795,x:32969,y:32657,varname:node_4795,prsc:2|diff-6074-RGB,alpha-6074-A,voffset-4116-OUT;n:type:ShaderForge.SFN_Tex2d,id:6074,x:32235,y:32601,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Vector1,id:9248,x:31810,y:32684,varname:node_9248,prsc:2,v1:0.1;n:type:ShaderForge.SFN_Vector3,id:329,x:31632,y:32721,varname:node_329,prsc:2,v1:1,v2:0,v3:0;n:type:ShaderForge.SFN_Dot,id:8613,x:31872,y:32820,varname:node_8613,prsc:2,dt:0|A-329-OUT,B-3051-XYZ;n:type:ShaderForge.SFN_FragmentPosition,id:2760,x:31452,y:32918,varname:node_2760,prsc:2;n:type:ShaderForge.SFN_Vector3,id:8136,x:31707,y:33298,varname:node_8136,prsc:2,v1:0,v2:1,v3:0;n:type:ShaderForge.SFN_Transform,id:3051,x:31680,y:32931,varname:node_3051,prsc:2,tffrom:0,tfto:1|IN-2760-XYZ;n:type:ShaderForge.SFN_Multiply,id:6395,x:32024,y:32702,varname:node_6395,prsc:2|A-9248-OUT,B-8613-OUT;n:type:ShaderForge.SFN_Time,id:5455,x:31973,y:32975,varname:node_5455,prsc:2;n:type:ShaderForge.SFN_Add,id:6091,x:32363,y:32773,varname:node_6091,prsc:2|A-6395-OUT,B-7938-OUT;n:type:ShaderForge.SFN_Sin,id:7031,x:32452,y:32910,varname:node_7031,prsc:2|IN-6091-OUT;n:type:ShaderForge.SFN_Dot,id:9896,x:31868,y:33165,varname:node_9896,prsc:2,dt:0|A-4543-RGB,B-8136-OUT;n:type:ShaderForge.SFN_Vector1,id:4161,x:32024,y:33266,varname:node_4161,prsc:2,v1:0.2;n:type:ShaderForge.SFN_Multiply,id:8338,x:32170,y:33171,varname:node_8338,prsc:2|A-9896-OUT,B-4161-OUT;n:type:ShaderForge.SFN_Multiply,id:2043,x:32428,y:33091,varname:node_2043,prsc:2|A-7031-OUT,B-8338-OUT;n:type:ShaderForge.SFN_Multiply,id:4116,x:32676,y:33015,varname:node_4116,prsc:2|A-2043-OUT,B-6957-XYZ;n:type:ShaderForge.SFN_Vector4Property,id:6957,x:32594,y:33280,ptovrint:False,ptlb:Value,ptin:_Value,varname:node_6957,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.5,v2:0,v3:0.5,v4:0;n:type:ShaderForge.SFN_Multiply,id:7938,x:32182,y:32988,varname:node_7938,prsc:2|A-1732-OUT,B-5455-TTR;n:type:ShaderForge.SFN_Slider,id:1732,x:31984,y:32891,ptovrint:False,ptlb:Frequency,ptin:_Frequency,varname:node_1732,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:2;n:type:ShaderForge.SFN_VertexColor,id:4543,x:31610,y:33139,varname:node_4543,prsc:2;proporder:6074-6957-1732;pass:END;sub:END;*/ Shader "RO/RO_Diffuse_Transparent_Swing" { Properties { _MainTex ("MainTex", 2D) = "white" {} _Value ("Value", Vector) = (0.5,0,0.5,0) _Frequency ("Frequency", Range(0, 2)) = 1 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdbase #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _Value; uniform float _Frequency; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; float4 vertexColor : COLOR; UNITY_FOG_COORDS(7) #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD8; #endif }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.ambientOrLightmapUV.zw = 0; #elif UNITY_SHOULD_SAMPLE_SH #endif #ifdef DYNAMICLIGHTMAP_ON o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); float4 node_5455 = _Time; v.vertex.xyz += ((sin(((0.1*dot(float3(1,0,0),mul( unity_WorldToObject, float4(mul(unity_ObjectToWorld, v.vertex).rgb,0) ).xyz.rgb))+(_Frequency*node_5455.a)))*(dot(o.vertexColor.rgb,float3(0,1,0))*0.2))*_Value.rgb); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = 1; float3 attenColor = attenuation * _LightColor0.xyz; /////// GI Data: UnityLight light; #ifdef LIGHTMAP_OFF light.color = lightColor; light.dir = lightDirection; light.ndotl = LambertTerm (normalDirection, light.dir); #else light.color = half3(0.f, 0.f, 0.f); light.ndotl = 0.0f; light.dir = half3(0.f, 0.f, 0.f); #endif UnityGIInput d; d.light = light; d.worldPos = i.posWorld.xyz; d.worldViewDir = viewDirection; d.atten = attenuation; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) d.ambient = 0; d.lightmapUV = i.ambientOrLightmapUV; #else d.ambient = i.ambientOrLightmapUV; #endif Unity_GlossyEnvironmentData ugls_en_data; ugls_en_data.roughness = 1.0 - 0; ugls_en_data.reflUVW = viewReflectDirection; UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); lightDirection = gi.light.dir; lightColor = gi.light.color; /////// Diffuse: float NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = max( 0.0, NdotL) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += gi.indirect.diffuse; float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 diffuseColor = _MainTex_var.rgb; float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; /// Final Color: float3 finalColor = diffuse; fixed4 finalRGBA = fixed4(finalColor,_MainTex_var.a); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdadd #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _Value; uniform float _Frequency; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; float4 vertexColor : COLOR; LIGHTING_COORDS(7,8) UNITY_FOG_COORDS(9) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); float4 node_5455 = _Time; v.vertex.xyz += ((sin(((0.1*dot(float3(1,0,0),mul( unity_WorldToObject, float4(mul(unity_ObjectToWorld, v.vertex).rgb,0) ).xyz.rgb))+(_Frequency*node_5455.a)))*(dot(o.vertexColor.rgb,float3(0,1,0))*0.2))*_Value.rgb); 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) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; 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; float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 diffuseColor = _MainTex_var.rgb; float3 diffuse = directDiffuse * diffuseColor; /// Final Color: float3 finalColor = diffuse; fixed4 finalRGBA = fixed4(finalColor * _MainTex_var.a,0); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_META 1 #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #include "UnityMetaPass.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _Value; uniform float _Frequency; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float4 vertexColor : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; float4 node_5455 = _Time; v.vertex.xyz += ((sin(((0.1*dot(float3(1,0,0),mul( unity_WorldToObject, float4(mul(unity_ObjectToWorld, v.vertex).rgb,0) ).xyz.rgb))+(_Frequency*node_5455.a)))*(dot(o.vertexColor.rgb,float3(0,1,0))*0.2))*_Value.rgb); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); return o; } float4 frag(VertexOutput i) : SV_Target { float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); UnityMetaInput o; UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); o.Emission = 0; float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 diffColor = _MainTex_var.rgb; o.Albedo = diffColor; return UnityMetaFragment( o ); } ENDCG } } CustomEditor "ShaderForgeMaterialInspector" }