WY_R.shader 8.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136
  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
  3. // Shader created with Shader Forge v1.26
  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:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:0,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:False,mssp:False,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,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:0.5,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:1642,x:33830,y:32949,varname:node_1642,prsc:2|emission-7868-OUT,clip-9110-OUT;n:type:ShaderForge.SFN_Tex2d,id:9734,x:33214,y:32617,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_9734,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:2835,x:32822,y:33460,ptovrint:False,ptlb:Mask,ptin:_Mask,varname:node_2835,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Color,id:605,x:33032,y:32813,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_605,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_ValueProperty,id:3984,x:33032,y:33020,ptovrint:False,ptlb:Value,ptin:_Value,varname:node_3984,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_FragmentPosition,id:5280,x:32378,y:33389,varname:node_5280,prsc:2;n:type:ShaderForge.SFN_ValueProperty,id:1678,x:32390,y:33116,ptovrint:False,ptlb:Hight,ptin:_Hight,varname:node_1678,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Subtract,id:1183,x:32726,y:33263,varname:node_1183,prsc:2|A-1862-OUT,B-5280-Y;n:type:ShaderForge.SFN_Add,id:1862,x:32615,y:33116,varname:node_1862,prsc:2|A-1678-OUT,B-8126-Y;n:type:ShaderForge.SFN_ObjectPosition,id:8126,x:32378,y:33202,varname:node_8126,prsc:2;n:type:ShaderForge.SFN_Clamp01,id:9110,x:33234,y:33277,varname:node_9110,prsc:2|IN-9206-OUT;n:type:ShaderForge.SFN_Subtract,id:9206,x:33017,y:33277,varname:node_9206,prsc:2|A-1183-OUT,B-2835-R;n:type:ShaderForge.SFN_ChannelBlend,id:7868,x:33639,y:32712,varname:node_7868,prsc:2,chbt:1|M-7380-OUT,R-9734-RGB,BTM-3669-OUT;n:type:ShaderForge.SFN_Power,id:7380,x:33476,y:32996,varname:node_7380,prsc:2|VAL-9110-OUT,EXP-4710-OUT;n:type:ShaderForge.SFN_Multiply,id:3669,x:33394,y:32813,varname:node_3669,prsc:2|A-9734-RGB,B-2926-OUT;n:type:ShaderForge.SFN_OneMinus,id:2926,x:33214,y:32813,varname:node_2926,prsc:2|IN-605-RGB;n:type:ShaderForge.SFN_OneMinus,id:4710,x:33214,y:33020,varname:node_4710,prsc:2|IN-3984-OUT;proporder:9734-2835-605-3984-1678;pass:END;sub:END;*/
  7. Shader "HZEffect/WYTest" {
  8. Properties {
  9. _MainTex ("MainTex", 2D) = "white" {}
  10. _Mask ("Mask", 2D) = "white" {}
  11. _Color ("Color", Color) = (0.5,0.5,0.5,1)
  12. _Value ("Value", Float ) = 1
  13. _Hight ("Hight", Float ) = 1
  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. Cull Off
  27. CGPROGRAM
  28. #pragma vertex vert
  29. #pragma fragment frag
  30. #define UNITY_PASS_FORWARDBASE
  31. #include "UnityCG.cginc"
  32. #pragma multi_compile_fwdbase_fullshadows
  33. #pragma multi_compile_fog
  34. #pragma exclude_renderers xbox360 xboxone ps3 ps4 psp2
  35. #pragma target 3.0
  36. uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
  37. uniform sampler2D _Mask; uniform float4 _Mask_ST;
  38. uniform float4 _Color;
  39. uniform float _Value;
  40. uniform float _Hight;
  41. struct VertexInput {
  42. float4 vertex : POSITION;
  43. float2 texcoord0 : TEXCOORD0;
  44. };
  45. struct VertexOutput {
  46. float4 pos : SV_POSITION;
  47. float2 uv0 : TEXCOORD0;
  48. float4 posWorld : TEXCOORD1;
  49. UNITY_FOG_COORDS(2)
  50. };
  51. VertexOutput vert (VertexInput v) {
  52. VertexOutput o = (VertexOutput)0;
  53. o.uv0 = v.texcoord0;
  54. float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
  55. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  56. o.pos = UnityObjectToClipPos(v.vertex );
  57. UNITY_TRANSFER_FOG(o,o.pos);
  58. return o;
  59. }
  60. float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
  61. float isFrontFace = ( facing >= 0 ? 1 : 0 );
  62. float faceSign = ( facing >= 0 ? 1 : -1 );
  63. float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
  64. float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
  65. float node_9110 = saturate((((_Hight+objPos.g)-i.posWorld.g)-_Mask_var.r));
  66. clip(node_9110 - 0.5);
  67. ////// Lighting:
  68. ////// Emissive:
  69. float node_7380 = pow(node_9110,(1.0 - _Value));
  70. float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
  71. float3 emissive = (lerp( (_MainTex_var.rgb*(1.0 - _Color.rgb)), _MainTex_var.rgb, node_7380.r ));
  72. float3 finalColor = emissive;
  73. fixed4 finalRGBA = fixed4(finalColor,1);
  74. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  75. return finalRGBA;
  76. }
  77. ENDCG
  78. }
  79. Pass {
  80. Name "ShadowCaster"
  81. Tags {
  82. "LightMode"="ShadowCaster"
  83. }
  84. Offset 1, 1
  85. CGPROGRAM
  86. #pragma vertex vert
  87. #pragma fragment frag
  88. #define UNITY_PASS_SHADOWCASTER
  89. #include "UnityCG.cginc"
  90. #include "Lighting.cginc"
  91. #pragma fragmentoption ARB_precision_hint_fastest
  92. #pragma multi_compile_shadowcaster
  93. #pragma multi_compile_fog
  94. #pragma exclude_renderers xbox360 xboxone ps3 ps4 psp2
  95. #pragma target 3.0
  96. uniform sampler2D _Mask; uniform float4 _Mask_ST;
  97. uniform float _Hight;
  98. struct VertexInput {
  99. float4 vertex : POSITION;
  100. float2 texcoord0 : TEXCOORD0;
  101. };
  102. struct VertexOutput {
  103. V2F_SHADOW_CASTER;
  104. float2 uv0 : TEXCOORD1;
  105. float4 posWorld : TEXCOORD2;
  106. };
  107. VertexOutput vert (VertexInput v) {
  108. VertexOutput o = (VertexOutput)0;
  109. o.uv0 = v.texcoord0;
  110. float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
  111. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  112. o.pos = UnityObjectToClipPos(v.vertex );
  113. TRANSFER_SHADOW_CASTER(o)
  114. return o;
  115. }
  116. float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
  117. float isFrontFace = ( facing >= 0 ? 1 : 0 );
  118. float faceSign = ( facing >= 0 ? 1 : -1 );
  119. float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
  120. float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
  121. float node_9110 = saturate((((_Hight+objPos.g)-i.posWorld.g)-_Mask_var.r));
  122. clip(node_9110 - 0.5);
  123. SHADOW_CASTER_FRAGMENT(i)
  124. }
  125. ENDCG
  126. }
  127. }
  128. //FallBack "Diffuse"
  129. CustomEditor "ShaderForgeMaterialInspector"
  130. }