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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- // Shader created with Shader Forge v1.35
- // 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:1.35;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:1,spmd:0,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:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.2136919,fgcg:0.1580882,fgcb:0.6323529,fgca:1,fgde:0.01,fgrn:20.2,fgrf:57.31,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:9361,x:33209,y:32712,varname:node_9361,prsc:2|diff-544-OUT,emission-725-OUT,clip-4720-OUT;n:type:ShaderForge.SFN_Tex2d,id:851,x:32070,y:32349,ptovrint:False,ptlb:Diffuse,ptin:_Diffuse,varname:node_851,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Color,id:5927,x:32089,y:32581,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_5927,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:544,x:32369,y:32488,cmnt:Diffuse Color,varname:node_544,prsc:2|A-851-RGB,B-5927-RGB;n:type:ShaderForge.SFN_Slider,id:4720,x:32727,y:32963,ptovrint:False,ptlb:Alpha,ptin:_Alpha,varname:node_4720,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Vector1,id:2551,x:32861,y:33537,varname:node_2551,prsc:2,v1:1;n:type:ShaderForge.SFN_Tex2d,id:2169,x:32369,y:32642,ptovrint:False,ptlb:Emission,ptin:_Emission,varname:node_2169,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False;n:type:ShaderForge.SFN_Time,id:7462,x:31823,y:32863,varname:node_7462,prsc:2;n:type:ShaderForge.SFN_Multiply,id:4142,x:32227,y:32776,varname:node_4142,prsc:2|A-3922-OUT,B-7554-OUT;n:type:ShaderForge.SFN_Sin,id:5966,x:32227,y:32926,varname:node_5966,prsc:2|IN-4142-OUT;n:type:ShaderForge.SFN_RemapRange,id:4927,x:32400,y:32926,varname:node_4927,prsc:2,frmn:0,frmx:1,tomn:-1,tomx:1|IN-5966-OUT;n:type:ShaderForge.SFN_Tau,id:3922,x:32034,y:32734,varname:node_3922,prsc:2;n:type:ShaderForge.SFN_Divide,id:7554,x:31988,y:33006,varname:node_7554,prsc:2|A-7462-T,B-5971-OUT;n:type:ShaderForge.SFN_Slider,id:5971,x:31974,y:33330,ptovrint:False,ptlb:flashspeed,ptin:_flashspeed,varname:node_5971,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:1,cur:5,max:10;n:type:ShaderForge.SFN_Multiply,id:725,x:32696,y:32753,varname:node_725,prsc:2|A-2169-RGB,B-6667-OUT;n:type:ShaderForge.SFN_Subtract,id:4064,x:32575,y:33045,varname:node_4064,prsc:2|A-9522-OUT,B-4927-OUT;n:type:ShaderForge.SFN_Divide,id:6667,x:32989,y:33170,varname:node_6667,prsc:2|A-4064-OUT,B-1208-OUT;n:type:ShaderForge.SFN_Slider,id:1208,x:32512,y:33365,ptovrint:False,ptlb:flashpower,ptin:_flashpower,varname:_node_5971_copy_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:3,cur:3,max:15;n:type:ShaderForge.SFN_Vector1,id:9522,x:32331,y:33159,varname:node_9522,prsc:2,v1:1;proporder:4720-5927-2169-851-5971-1208;pass:END;sub:END;*/
- Shader "Shader Forge/Diffuse_Emission" {
- Properties {
- _Alpha ("Alpha", Range(0, 1)) = 1
- _Color ("Color", Color) = (1,1,1,1)
- _Emission ("Emission", 2D) = "black" {}
- _Diffuse ("Diffuse", 2D) = "white" {}
- _flashspeed ("flashspeed", Range(1, 10)) = 5
- _flashpower ("flashpower", Range(3, 15)) = 3
- [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
- }
- SubShader {
- Tags {
- "Queue"="AlphaTest"
- "RenderType"="TransparentCutout"
- }
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
- Blend SrcAlpha OneMinusSrcAlpha
-
-
- 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 "AutoLight.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma multi_compile_fwdbase_fullshadows
- #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 gles3 metal
- #pragma target 3.0
- uniform float4 _TimeEditor;
- uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
- uniform float4 _Color;
- uniform float _Alpha;
- uniform sampler2D _Emission; uniform float4 _Emission_ST;
- uniform float _flashspeed;
- uniform float _flashpower;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- 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;
- LIGHTING_COORDS(7,8)
- UNITY_FOG_COORDS(9)
- #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
- float4 ambientOrLightmapUV : TEXCOORD10;
- #endif
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- #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);
- 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 viewReflectDirection = reflect( -viewDirection, normalDirection );
- clip(_Alpha - 0.5);
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 lightColor = _LightColor0.rgb;
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- 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 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
- float3 diffuseColor = (_Diffuse_var.rgb*_Color.rgb);
- float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
- ////// Emissive:
- float4 _Emission_var = tex2D(_Emission,TRANSFORM_TEX(i.uv0, _Emission));
- float4 node_7462 = _Time + _TimeEditor;
- float3 emissive = (_Emission_var.rgb*((1.0-(sin((6.28318530718*(node_7462.g/_flashspeed)))*2.0+-1.0))/_flashpower));
- /// Final Color:
- float3 finalColor = diffuse + emissive;
- fixed4 finalRGBA = fixed4(finalColor,1);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- Pass {
- Name "FORWARD_DELTA"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
-
-
- 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_fullshadows
- #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 gles3 metal
- #pragma target 3.0
- uniform float4 _TimeEditor;
- uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
- uniform float4 _Color;
- uniform float _Alpha;
- uniform sampler2D _Emission; uniform float4 _Emission_ST;
- uniform float _flashspeed;
- uniform float _flashpower;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- 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;
- 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.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);
- 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;
- clip(_Alpha - 0.5);
- 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 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
- float3 diffuseColor = (_Diffuse_var.rgb*_Color.rgb);
- float3 diffuse = directDiffuse * diffuseColor;
- /// Final Color:
- float3 finalColor = diffuse;
- fixed4 finalRGBA = fixed4(finalColor * 1,0);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- Pass {
- Name "ShadowCaster"
- Tags {
- "LightMode"="ShadowCaster"
- }
- Offset 1, 1
- Cull Back
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_SHADOWCASTER
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_shadowcaster
- #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 gles3 metal
- #pragma target 3.0
- uniform float _Alpha;
- struct VertexInput {
- float4 vertex : POSITION;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- V2F_SHADOW_CASTER;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 posWorld : TEXCOORD3;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.pos = UnityObjectToClipPos(v.vertex );
- TRANSFER_SHADOW_CASTER(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- clip(_Alpha - 0.5);
- SHADOW_CASTER_FRAGMENT(i)
- }
- 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_shadowcaster
- #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 gles3 metal
- #pragma target 3.0
- uniform float4 _TimeEditor;
- uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
- uniform float4 _Color;
- uniform sampler2D _Emission; uniform float4 _Emission_ST;
- uniform float _flashspeed;
- uniform float _flashpower;
- struct VertexInput {
- float4 vertex : POSITION;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 posWorld : TEXCOORD3;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- 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 );
-
- float4 _Emission_var = tex2D(_Emission,TRANSFORM_TEX(i.uv0, _Emission));
- float4 node_7462 = _Time + _TimeEditor;
- o.Emission = (_Emission_var.rgb*((1.0-(sin((6.28318530718*(node_7462.g/_flashspeed)))*2.0+-1.0))/_flashpower));
-
- float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
- float3 diffColor = (_Diffuse_var.rgb*_Color.rgb);
- o.Albedo = diffColor;
-
- return UnityMetaFragment( o );
- }
- ENDCG
- }
- }
- //FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
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