FX_MaskUV01_AlphaBlend.shader 10 KB

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  1. // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
  2. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  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. 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  7. Shader "RO_X/FX_3/MaskUV01_AlphaBlend" {
  8. Properties {
  9. _Color ("Color", Color) = (0.6397059,0.6397059,0.6397059,1)
  10. _Intensity ("Intensity", Float ) = 1
  11. _Texture1 ("Texture1", 2D) = "white" {}
  12. _USpeed1 ("U Speed1", Float ) = 0
  13. _VSpeed1 ("V Speed1", Float ) = 0
  14. _Texture2 ("Texture2", 2D) = "white" {}
  15. _USpeed2 ("U Speed2", Float ) = 0
  16. _VSpeed2 ("V Speed2", Float ) = 0
  17. _MeshEdge ("MeshEdge", Range(0, 5)) = 1
  18. _TexEdge ("TexEdge", Range(1, 10)) = 1
  19. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  20. [Enum(UnityEngine.Rendering.CompareFunction)] _ZCompare("Depth Compare Mode", float) = 4
  21. [Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", float) = 0
  22. }
  23. SubShader {
  24. Tags {
  25. "IgnoreProjector"="True"
  26. "Queue"="Transparent"
  27. "RenderType"="Transparent"
  28. }
  29. Pass {
  30. Name "FORWARD"
  31. Tags {
  32. "LightMode"="ForwardBase"
  33. }
  34. Blend SrcAlpha OneMinusSrcAlpha
  35. ZWrite Off
  36. Cull [_CullMode]
  37. ZTest [_ZCompare]
  38. CGPROGRAM
  39. #pragma vertex vert
  40. #pragma fragment frag
  41. #define UNITY_PASS_FORWARDBASE
  42. #include "UnityCG.cginc"
  43. #pragma multi_compile_fwdbase
  44. //#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
  45. #pragma target 3.0
  46. uniform float4 _TimeEditor;
  47. uniform float4 _Color;
  48. uniform sampler2D _Texture1; uniform float4 _Texture1_ST;
  49. uniform float _USpeed1;
  50. uniform float _VSpeed1;
  51. uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
  52. uniform float _USpeed2;
  53. uniform float _VSpeed2;
  54. uniform float _Intensity;
  55. uniform float _MeshEdge;
  56. uniform float _TexEdge;
  57. struct VertexInput {
  58. float4 vertex : POSITION;
  59. float3 normal : NORMAL;
  60. float2 texcoord0 : TEXCOORD0;
  61. float4 vertexColor : COLOR;
  62. };
  63. struct VertexOutput {
  64. float4 pos : SV_POSITION;
  65. float2 uv0 : TEXCOORD0;
  66. float4 posWorld : TEXCOORD1;
  67. float3 normalDir : TEXCOORD2;
  68. float4 vertexColor : COLOR;
  69. };
  70. VertexOutput vert (VertexInput v) {
  71. VertexOutput o = (VertexOutput)0;
  72. o.uv0 = v.texcoord0;
  73. o.vertexColor = v.vertexColor;
  74. o.normalDir = UnityObjectToWorldNormal(v.normal);
  75. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  76. o.pos = UnityObjectToClipPos(v.vertex );
  77. return o;
  78. }
  79. float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
  80. float isFrontFace = ( facing >= 0 ? 1 : 0 );
  81. float faceSign = ( facing >= 0 ? 1 : -1 );
  82. i.normalDir = normalize(i.normalDir);
  83. i.normalDir *= faceSign;
  84. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  85. float3 normalDirection = i.normalDir;
  86. ////// Lighting:
  87. ////// Emissive:
  88. float node_8966 = (1.0 - pow(1.0-max(0,dot(normalDirection, viewDirection)),(i.vertexColor.a*_MeshEdge)));
  89. float4 node_8688 = _Time + _TimeEditor;
  90. float2 node_8136 = ((i.uv0+frac(node_8688.g*_USpeed1)*float2(1,0))+frac(node_8688.g*_VSpeed1)*float2(0,1));
  91. float4 _Texture1_var = tex2D(_Texture1,TRANSFORM_TEX(node_8136, _Texture1));
  92. float4 node_4466 = _Time + _TimeEditor;
  93. float2 node_2914 = ((i.uv0+frac(node_4466.g*_USpeed2)*float2(1,0))+frac(node_4466.g*_VSpeed2)*float2(0,1));
  94. float4 _Texture2_var = tex2D(_Texture2,TRANSFORM_TEX(node_2914, _Texture2));
  95. float3 emissive = (((_Color.rgb*_Intensity)*i.vertexColor.rgb)*saturate((node_8966*(_Texture1_var.rgb*_Texture2_var.rgb))));
  96. float3 finalColor = emissive;
  97. if(node_8966 < 0.001)
  98. {
  99. node_8966 = 0.001;
  100. }
  101. return fixed4(finalColor,(_Color.a*pow(saturate(( node_8966 > 0.5 ? ((_Texture1_var.a*_Texture2_var.a)/((1.0-node_8966)*2.0)) : (1.0-(((1.0-(_Texture1_var.a*_Texture2_var.a))*0.5)/node_8966)))),_TexEdge)));
  102. }
  103. ENDCG
  104. }
  105. }
  106. //FallBack "Diffuse"
  107. }