178 lines
7.2 KiB
Plaintext
178 lines
7.2 KiB
Plaintext
![]() |
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "WFX/alpha_uv1"
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{
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Properties
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{
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_Texture("Texture", 2D) = "white" {}
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_Texture_U("Texture_U", Float) = 0
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_Texture_V("Texture_V", Float) = 0
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[HDR]_Texture_Color("Texture_Color ", Color) = (1,1,1,0)
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_Mask("Mask", 2D) = "white" {}
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_glow("glow", Float) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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CGINCLUDE
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#pragma target 3.0
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ENDCG
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Blend Off
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Cull Back
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ColorMask RGBA
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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Pass
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{
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Name "Unlit"
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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//only defining to not throw compilation error over Unity 5.5
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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#include "UnityShaderVariables.cginc"
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#define ASE_NEEDS_FRAG_COLOR
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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 ase_texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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float3 worldPos : TEXCOORD0;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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float4 ase_texcoord1 : TEXCOORD1;
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float4 ase_color : COLOR;
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};
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uniform sampler2D _Texture;
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uniform half4 _Texture_ST;
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uniform float _Texture_U;
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uniform float _Texture_V;
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uniform half _glow;
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uniform float4 _Texture_Color;
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uniform sampler2D _Mask;
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uniform half4 _Mask_ST;
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v2f vert ( appdata v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.ase_texcoord1.xy = v.ase_texcoord.xy;
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o.ase_color = v.color;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord1.zw = 0;
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float3 vertexValue = float3(0, 0, 0);
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#if ASE_ABSOLUTE_VERTEX_POS
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vertexValue = v.vertex.xyz;
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#endif
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vertexValue = vertexValue;
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#if ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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#endif
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return o;
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}
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fixed4 frag (v2f i ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fixed4 finalColor;
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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float3 WorldPosition = i.worldPos;
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#endif
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half2 uv0_Texture = i.ase_texcoord1.xy * _Texture_ST.xy + _Texture_ST.zw;
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half2 appendResult10 = (half2(( _Texture_U * _Time.y ) , ( _Time.y * _Texture_V )));
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half4 tex2DNode2 = tex2D( _Texture, ( uv0_Texture + appendResult10 ) );
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float2 uv_Mask = i.ase_texcoord1.xy * _Mask_ST.xy + _Mask_ST.zw;
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finalColor = ( ( tex2DNode2 * i.ase_color * i.ase_color.a * _glow * tex2DNode2.a * _Texture_Color ) * tex2D( _Mask, uv_Mask ).r );
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return finalColor;
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}
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ENDCG
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}
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}
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18100
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457;118;1741;1260;847.741;579.8804;1;True;False
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Node;AmplifyShaderEditor.TimeNode;5;-1631.974,-20.37952;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;8;-1600.974,-190.3795;Float;False;Property;_Texture_U;Texture_U;1;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;9;-1611.974,172.6205;Float;False;Property;_Texture_V;Texture_V;2;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;7;-1266.974,45.62048;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;-1270.974,-147.3795;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;10;-1039.974,-59.37952;Inherit;True;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.TextureCoordinatesNode;13;-1095.974,-273.3795;Inherit;False;0;2;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleAddOpNode;11;-793.9744,-126.3795;Inherit;True;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RangedFloatNode;28;-492.34,-298.4618;Inherit;False;Property;_glow;glow;5;0;Create;True;0;0;False;0;False;0;1.34;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;2;-519.9744,-159.3795;Inherit;True;Property;_Texture;Texture;0;0;Create;True;0;0;False;0;False;-1;None;0817de37ad78f8e42aab2ff427a77644;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.VertexColorNode;18;-542.4325,297.4091;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;15;-496.8481,86.3236;Float;False;Property;_Texture_Color;Texture_Color ;3;1;[HDR];Create;True;0;0;False;0;False;1,1,1,0;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;16;18.2065,51.25305;Inherit;False;6;6;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SamplerNode;19;-236.4532,404.9363;Inherit;True;Property;_Mask;Mask;4;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;20;263.5468,222.9363;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;29;466,199;Float;False;True;-1;2;ASEMaterialInspector;100;1;WFX/alpha_uv1;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;0;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;True;False;True;0;False;-1;True;True;True;True;True;0;False;-1;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;RenderType=Opaque=RenderType;True;2;0;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;1;True;False;;0
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WireConnection;7;0;5;2
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WireConnection;7;1;9;0
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WireConnection;6;0;8;0
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WireConnection;6;1;5;2
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WireConnection;10;0;6;0
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WireConnection;10;1;7;0
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WireConnection;11;0;13;0
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WireConnection;11;1;10;0
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WireConnection;2;1;11;0
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WireConnection;16;0;2;0
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WireConnection;16;1;18;0
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WireConnection;16;2;18;4
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WireConnection;16;3;28;0
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WireConnection;16;4;2;4
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WireConnection;16;5;15;0
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WireConnection;20;0;16;0
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WireConnection;20;1;19;1
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WireConnection;29;0;20;0
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ASEEND*/
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//CHKSM=F1E6120A8BC6274BE865F22BEEEC270A8B7BA2F0
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