niuqu.shader 6.6 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
  3. // Shader created with Shader Forge v1.25
  4. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  5. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  6. /*SF_DATA;ver:1.25;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:False,dith:0,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:0.5,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;n:type:ShaderForge.SFN_Final,id:2865,x:32719,y:32712,varname:node_2865,prsc:2|normal-9696-RGB,alpha-2740-OUT,refract-7364-OUT;n:type:ShaderForge.SFN_Tex2d,id:9696,x:32391,y:32737,ptovrint:False,ptlb:node_9696,ptin:_node_9696,varname:node_9696,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:13456274cc34d434888c7ffc3788e4e7,ntxv:0,isnm:False|UVIN-3936-UVOUT;n:type:ShaderForge.SFN_Panner,id:3936,x:32207,y:32754,varname:node_3936,prsc:2,spu:0.3,spv:0.3|UVIN-4556-UVOUT;n:type:ShaderForge.SFN_TexCoord,id:4556,x:32031,y:32754,varname:node_4556,prsc:2,uv:0;n:type:ShaderForge.SFN_Vector1,id:2740,x:32447,y:32957,varname:node_2740,prsc:2,v1:0;n:type:ShaderForge.SFN_Multiply,id:7364,x:32438,y:33033,varname:node_7364,prsc:2|A-9683-OUT,B-5391-OUT;n:type:ShaderForge.SFN_Multiply,id:9683,x:32232,y:32965,varname:node_9683,prsc:2|A-4928-R,B-4112-OUT;n:type:ShaderForge.SFN_ValueProperty,id:5391,x:32239,y:33129,ptovrint:False,ptlb:node_5391,ptin:_node_5391,varname:node_5391,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Tex2d,id:4928,x:31975,y:32946,ptovrint:False,ptlb:node_4928,ptin:_node_4928,varname:node_4928,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:0ac24366a66641f45872f4fd06a263f5,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Vector2,id:4112,x:32068,y:33088,varname:node_4112,prsc:2,v1:0.2,v2:0.2;proporder:9696-5391-4928;pass:END;sub:END;*/
  7. Shader "Shader Forge/niuqu" {
  8. Properties {
  9. _node_9696 ("node_9696", 2D) = "white" {}
  10. _node_5391 ("node_5391", Float ) = 0
  11. _node_4928 ("node_4928", 2D) = "white" {}
  12. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  13. }
  14. SubShader {
  15. Tags {
  16. "IgnoreProjector"="True"
  17. "Queue"="Transparent"
  18. "RenderType"="Transparent"
  19. }
  20. GrabPass{ }
  21. Pass {
  22. Name "FORWARD"
  23. Tags {
  24. "LightMode"="ForwardBase"
  25. }
  26. ZWrite Off
  27. CGPROGRAM
  28. #pragma vertex vert
  29. #pragma fragment frag
  30. #define UNITY_PASS_FORWARDBASE
  31. #define _GLOSSYENV 1
  32. #include "UnityCG.cginc"
  33. #include "UnityPBSLighting.cginc"
  34. #include "UnityStandardBRDF.cginc"
  35. #pragma multi_compile_fwdbase
  36. #pragma multi_compile_fog
  37. #pragma exclude_renderers d3d11_9x xbox360 xboxone ps3 ps4 psp2
  38. #pragma target 3.0
  39. uniform sampler2D _GrabTexture;
  40. uniform float4 _TimeEditor;
  41. uniform sampler2D _node_9696; uniform float4 _node_9696_ST;
  42. uniform float _node_5391;
  43. uniform sampler2D _node_4928; uniform float4 _node_4928_ST;
  44. struct VertexInput {
  45. float4 vertex : POSITION;
  46. float3 normal : NORMAL;
  47. float4 tangent : TANGENT;
  48. float2 texcoord0 : TEXCOORD0;
  49. };
  50. struct VertexOutput {
  51. float4 pos : SV_POSITION;
  52. float2 uv0 : TEXCOORD0;
  53. float4 posWorld : TEXCOORD1;
  54. float3 normalDir : TEXCOORD2;
  55. float3 tangentDir : TEXCOORD3;
  56. float3 bitangentDir : TEXCOORD4;
  57. float4 screenPos : TEXCOORD5;
  58. UNITY_FOG_COORDS(6)
  59. };
  60. VertexOutput vert (VertexInput v) {
  61. VertexOutput o = (VertexOutput)0;
  62. o.uv0 = v.texcoord0;
  63. o.normalDir = UnityObjectToWorldNormal(v.normal);
  64. o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
  65. o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  66. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  67. o.pos = UnityObjectToClipPos(v.vertex );
  68. UNITY_TRANSFER_FOG(o,o.pos);
  69. o.screenPos = o.pos;
  70. return o;
  71. }
  72. float4 frag(VertexOutput i) : COLOR {
  73. #if UNITY_UV_STARTS_AT_TOP
  74. float grabSign = -_ProjectionParams.x;
  75. #else
  76. float grabSign = _ProjectionParams.x;
  77. #endif
  78. i.normalDir = normalize(i.normalDir);
  79. i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
  80. i.screenPos.y *= _ProjectionParams.x;
  81. float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
  82. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  83. float4 node_567 = _Time + _TimeEditor;
  84. float2 node_3936 = (i.uv0+node_567.g*float2(0.3,0.3));
  85. float4 _node_9696_var = tex2D(_node_9696,TRANSFORM_TEX(node_3936, _node_9696));
  86. float3 normalLocal = _node_9696_var.rgb;
  87. float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
  88. float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
  89. float4 _node_4928_var = tex2D(_node_4928,TRANSFORM_TEX(i.uv0, _node_4928));
  90. float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + ((_node_4928_var.r*float2(0.2,0.2))*_node_5391);
  91. float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
  92. ////// Lighting:
  93. float3 finalColor = 0;
  94. fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,0.0),1);
  95. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  96. return finalRGBA;
  97. }
  98. ENDCG
  99. }
  100. }
  101. //FallBack "Diffuse"
  102. }