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- // 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"
- }
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