Diffuse_Emission.shader 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379
  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. // Shader created with Shader Forge v1.35
  3. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  4. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  5. /*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;*/
  6. Shader "Shader Forge/Diffuse_Emission" {
  7. Properties {
  8. _Alpha ("Alpha", Range(0, 1)) = 1
  9. _Color ("Color", Color) = (1,1,1,1)
  10. _Emission ("Emission", 2D) = "black" {}
  11. _Diffuse ("Diffuse", 2D) = "white" {}
  12. _flashspeed ("flashspeed", Range(1, 10)) = 5
  13. _flashpower ("flashpower", Range(3, 15)) = 3
  14. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  15. }
  16. SubShader {
  17. Tags {
  18. "Queue"="AlphaTest"
  19. "RenderType"="TransparentCutout"
  20. }
  21. Pass {
  22. Name "FORWARD"
  23. Tags {
  24. "LightMode"="ForwardBase"
  25. }
  26. Blend SrcAlpha OneMinusSrcAlpha
  27. CGPROGRAM
  28. #pragma vertex vert
  29. #pragma fragment frag
  30. #define UNITY_PASS_FORWARDBASE
  31. #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
  32. #include "UnityCG.cginc"
  33. #include "AutoLight.cginc"
  34. #include "Lighting.cginc"
  35. #include "UnityPBSLighting.cginc"
  36. #include "UnityStandardBRDF.cginc"
  37. #pragma multi_compile_fwdbase_fullshadows
  38. #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
  39. #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  40. #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
  41. #pragma multi_compile_fog
  42. #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
  43. #pragma target 3.0
  44. uniform float4 _TimeEditor;
  45. uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
  46. uniform float4 _Color;
  47. uniform float _Alpha;
  48. uniform sampler2D _Emission; uniform float4 _Emission_ST;
  49. uniform float _flashspeed;
  50. uniform float _flashpower;
  51. struct VertexInput {
  52. float4 vertex : POSITION;
  53. float3 normal : NORMAL;
  54. float4 tangent : TANGENT;
  55. float2 texcoord0 : TEXCOORD0;
  56. float2 texcoord1 : TEXCOORD1;
  57. float2 texcoord2 : TEXCOORD2;
  58. };
  59. struct VertexOutput {
  60. float4 pos : SV_POSITION;
  61. float2 uv0 : TEXCOORD0;
  62. float2 uv1 : TEXCOORD1;
  63. float2 uv2 : TEXCOORD2;
  64. float4 posWorld : TEXCOORD3;
  65. float3 normalDir : TEXCOORD4;
  66. float3 tangentDir : TEXCOORD5;
  67. float3 bitangentDir : TEXCOORD6;
  68. LIGHTING_COORDS(7,8)
  69. UNITY_FOG_COORDS(9)
  70. #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
  71. float4 ambientOrLightmapUV : TEXCOORD10;
  72. #endif
  73. };
  74. VertexOutput vert (VertexInput v) {
  75. VertexOutput o = (VertexOutput)0;
  76. o.uv0 = v.texcoord0;
  77. o.uv1 = v.texcoord1;
  78. o.uv2 = v.texcoord2;
  79. #ifdef LIGHTMAP_ON
  80. o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  81. o.ambientOrLightmapUV.zw = 0;
  82. #elif UNITY_SHOULD_SAMPLE_SH
  83. #endif
  84. #ifdef DYNAMICLIGHTMAP_ON
  85. o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
  86. #endif
  87. o.normalDir = UnityObjectToWorldNormal(v.normal);
  88. o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
  89. o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  90. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  91. float3 lightColor = _LightColor0.rgb;
  92. o.pos = UnityObjectToClipPos(v.vertex );
  93. UNITY_TRANSFER_FOG(o,o.pos);
  94. TRANSFER_VERTEX_TO_FRAGMENT(o)
  95. return o;
  96. }
  97. float4 frag(VertexOutput i) : COLOR {
  98. i.normalDir = normalize(i.normalDir);
  99. float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
  100. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  101. float3 normalDirection = i.normalDir;
  102. float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
  103. clip(_Alpha - 0.5);
  104. float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
  105. float3 lightColor = _LightColor0.rgb;
  106. ////// Lighting:
  107. float attenuation = LIGHT_ATTENUATION(i);
  108. float3 attenColor = attenuation * _LightColor0.xyz;
  109. /////// GI Data:
  110. UnityLight light;
  111. #ifdef LIGHTMAP_OFF
  112. light.color = lightColor;
  113. light.dir = lightDirection;
  114. light.ndotl = LambertTerm (normalDirection, light.dir);
  115. #else
  116. light.color = half3(0.f, 0.f, 0.f);
  117. light.ndotl = 0.0f;
  118. light.dir = half3(0.f, 0.f, 0.f);
  119. #endif
  120. UnityGIInput d;
  121. d.light = light;
  122. d.worldPos = i.posWorld.xyz;
  123. d.worldViewDir = viewDirection;
  124. d.atten = attenuation;
  125. #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
  126. d.ambient = 0;
  127. d.lightmapUV = i.ambientOrLightmapUV;
  128. #else
  129. d.ambient = i.ambientOrLightmapUV;
  130. #endif
  131. Unity_GlossyEnvironmentData ugls_en_data;
  132. ugls_en_data.roughness = 1.0 - 0;
  133. ugls_en_data.reflUVW = viewReflectDirection;
  134. UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
  135. lightDirection = gi.light.dir;
  136. lightColor = gi.light.color;
  137. /////// Diffuse:
  138. float NdotL = max(0.0,dot( normalDirection, lightDirection ));
  139. float3 directDiffuse = max( 0.0, NdotL) * attenColor;
  140. float3 indirectDiffuse = float3(0,0,0);
  141. indirectDiffuse += gi.indirect.diffuse;
  142. float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
  143. float3 diffuseColor = (_Diffuse_var.rgb*_Color.rgb);
  144. float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
  145. ////// Emissive:
  146. float4 _Emission_var = tex2D(_Emission,TRANSFORM_TEX(i.uv0, _Emission));
  147. float4 node_7462 = _Time + _TimeEditor;
  148. float3 emissive = (_Emission_var.rgb*((1.0-(sin((6.28318530718*(node_7462.g/_flashspeed)))*2.0+-1.0))/_flashpower));
  149. /// Final Color:
  150. float3 finalColor = diffuse + emissive;
  151. fixed4 finalRGBA = fixed4(finalColor,1);
  152. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  153. return finalRGBA;
  154. }
  155. ENDCG
  156. }
  157. Pass {
  158. Name "FORWARD_DELTA"
  159. Tags {
  160. "LightMode"="ForwardAdd"
  161. }
  162. Blend One One
  163. CGPROGRAM
  164. #pragma vertex vert
  165. #pragma fragment frag
  166. #define UNITY_PASS_FORWARDADD
  167. #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
  168. #include "UnityCG.cginc"
  169. #include "AutoLight.cginc"
  170. #include "Lighting.cginc"
  171. #include "UnityPBSLighting.cginc"
  172. #include "UnityStandardBRDF.cginc"
  173. #pragma multi_compile_fwdadd_fullshadows
  174. #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
  175. #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  176. #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
  177. #pragma multi_compile_fog
  178. #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
  179. #pragma target 3.0
  180. uniform float4 _TimeEditor;
  181. uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
  182. uniform float4 _Color;
  183. uniform float _Alpha;
  184. uniform sampler2D _Emission; uniform float4 _Emission_ST;
  185. uniform float _flashspeed;
  186. uniform float _flashpower;
  187. struct VertexInput {
  188. float4 vertex : POSITION;
  189. float3 normal : NORMAL;
  190. float4 tangent : TANGENT;
  191. float2 texcoord0 : TEXCOORD0;
  192. float2 texcoord1 : TEXCOORD1;
  193. float2 texcoord2 : TEXCOORD2;
  194. };
  195. struct VertexOutput {
  196. float4 pos : SV_POSITION;
  197. float2 uv0 : TEXCOORD0;
  198. float2 uv1 : TEXCOORD1;
  199. float2 uv2 : TEXCOORD2;
  200. float4 posWorld : TEXCOORD3;
  201. float3 normalDir : TEXCOORD4;
  202. float3 tangentDir : TEXCOORD5;
  203. float3 bitangentDir : TEXCOORD6;
  204. LIGHTING_COORDS(7,8)
  205. UNITY_FOG_COORDS(9)
  206. };
  207. VertexOutput vert (VertexInput v) {
  208. VertexOutput o = (VertexOutput)0;
  209. o.uv0 = v.texcoord0;
  210. o.uv1 = v.texcoord1;
  211. o.uv2 = v.texcoord2;
  212. o.normalDir = UnityObjectToWorldNormal(v.normal);
  213. o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
  214. o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  215. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  216. float3 lightColor = _LightColor0.rgb;
  217. o.pos = UnityObjectToClipPos(v.vertex );
  218. UNITY_TRANSFER_FOG(o,o.pos);
  219. TRANSFER_VERTEX_TO_FRAGMENT(o)
  220. return o;
  221. }
  222. float4 frag(VertexOutput i) : COLOR {
  223. i.normalDir = normalize(i.normalDir);
  224. float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
  225. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  226. float3 normalDirection = i.normalDir;
  227. clip(_Alpha - 0.5);
  228. float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
  229. float3 lightColor = _LightColor0.rgb;
  230. ////// Lighting:
  231. float attenuation = LIGHT_ATTENUATION(i);
  232. float3 attenColor = attenuation * _LightColor0.xyz;
  233. /////// Diffuse:
  234. float NdotL = max(0.0,dot( normalDirection, lightDirection ));
  235. float3 directDiffuse = max( 0.0, NdotL) * attenColor;
  236. float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
  237. float3 diffuseColor = (_Diffuse_var.rgb*_Color.rgb);
  238. float3 diffuse = directDiffuse * diffuseColor;
  239. /// Final Color:
  240. float3 finalColor = diffuse;
  241. fixed4 finalRGBA = fixed4(finalColor * 1,0);
  242. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  243. return finalRGBA;
  244. }
  245. ENDCG
  246. }
  247. Pass {
  248. Name "ShadowCaster"
  249. Tags {
  250. "LightMode"="ShadowCaster"
  251. }
  252. Offset 1, 1
  253. Cull Back
  254. CGPROGRAM
  255. #pragma vertex vert
  256. #pragma fragment frag
  257. #define UNITY_PASS_SHADOWCASTER
  258. #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
  259. #include "UnityCG.cginc"
  260. #include "Lighting.cginc"
  261. #include "UnityPBSLighting.cginc"
  262. #include "UnityStandardBRDF.cginc"
  263. #pragma fragmentoption ARB_precision_hint_fastest
  264. #pragma multi_compile_shadowcaster
  265. #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
  266. #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  267. #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
  268. #pragma multi_compile_fog
  269. #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
  270. #pragma target 3.0
  271. uniform float _Alpha;
  272. struct VertexInput {
  273. float4 vertex : POSITION;
  274. float2 texcoord1 : TEXCOORD1;
  275. float2 texcoord2 : TEXCOORD2;
  276. };
  277. struct VertexOutput {
  278. V2F_SHADOW_CASTER;
  279. float2 uv1 : TEXCOORD1;
  280. float2 uv2 : TEXCOORD2;
  281. float4 posWorld : TEXCOORD3;
  282. };
  283. VertexOutput vert (VertexInput v) {
  284. VertexOutput o = (VertexOutput)0;
  285. o.uv1 = v.texcoord1;
  286. o.uv2 = v.texcoord2;
  287. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  288. o.pos = UnityObjectToClipPos(v.vertex );
  289. TRANSFER_SHADOW_CASTER(o)
  290. return o;
  291. }
  292. float4 frag(VertexOutput i) : COLOR {
  293. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  294. clip(_Alpha - 0.5);
  295. SHADOW_CASTER_FRAGMENT(i)
  296. }
  297. ENDCG
  298. }
  299. Pass {
  300. Name "Meta"
  301. Tags {
  302. "LightMode"="Meta"
  303. }
  304. Cull Off
  305. CGPROGRAM
  306. #pragma vertex vert
  307. #pragma fragment frag
  308. #define UNITY_PASS_META 1
  309. #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
  310. #include "UnityCG.cginc"
  311. #include "Lighting.cginc"
  312. #include "UnityPBSLighting.cginc"
  313. #include "UnityStandardBRDF.cginc"
  314. #include "UnityMetaPass.cginc"
  315. #pragma fragmentoption ARB_precision_hint_fastest
  316. #pragma multi_compile_shadowcaster
  317. #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
  318. #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  319. #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
  320. #pragma multi_compile_fog
  321. #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
  322. #pragma target 3.0
  323. uniform float4 _TimeEditor;
  324. uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
  325. uniform float4 _Color;
  326. uniform sampler2D _Emission; uniform float4 _Emission_ST;
  327. uniform float _flashspeed;
  328. uniform float _flashpower;
  329. struct VertexInput {
  330. float4 vertex : POSITION;
  331. float2 texcoord0 : TEXCOORD0;
  332. float2 texcoord1 : TEXCOORD1;
  333. float2 texcoord2 : TEXCOORD2;
  334. };
  335. struct VertexOutput {
  336. float4 pos : SV_POSITION;
  337. float2 uv0 : TEXCOORD0;
  338. float2 uv1 : TEXCOORD1;
  339. float2 uv2 : TEXCOORD2;
  340. float4 posWorld : TEXCOORD3;
  341. };
  342. VertexOutput vert (VertexInput v) {
  343. VertexOutput o = (VertexOutput)0;
  344. o.uv0 = v.texcoord0;
  345. o.uv1 = v.texcoord1;
  346. o.uv2 = v.texcoord2;
  347. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  348. o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
  349. return o;
  350. }
  351. float4 frag(VertexOutput i) : SV_Target {
  352. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  353. UnityMetaInput o;
  354. UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
  355. float4 _Emission_var = tex2D(_Emission,TRANSFORM_TEX(i.uv0, _Emission));
  356. float4 node_7462 = _Time + _TimeEditor;
  357. o.Emission = (_Emission_var.rgb*((1.0-(sin((6.28318530718*(node_7462.g/_flashspeed)))*2.0+-1.0))/_flashpower));
  358. float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
  359. float3 diffColor = (_Diffuse_var.rgb*_Color.rgb);
  360. o.Albedo = diffColor;
  361. return UnityMetaFragment( o );
  362. }
  363. ENDCG
  364. }
  365. }
  366. //FallBack "Diffuse"
  367. CustomEditor "ShaderForgeMaterialInspector"
  368. }