208 lines
9.6 KiB
Plaintext
208 lines
9.6 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/Noise_add"
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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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_Noise("Noise", 2D) = "white" {}
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_Noise_U("Noise_U", Float) = 0
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_Noise_V("Noise_V", Float) = 0
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_Mask("Mask", 2D) = "white" {}
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_Float0("Float 0", Range( 0 , 10)) = 0.9411765
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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 One One
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Cull Back
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ColorMask RGBA
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ZWrite Off
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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 sampler2D _Noise;
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uniform float4 _Noise_ST;
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uniform float _Noise_U;
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uniform float _Noise_V;
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uniform float _Float0;
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uniform float4 _Texture_ST;
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uniform float _Texture_U;
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uniform float _Texture_V;
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uniform float4 _Texture_Color;
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uniform sampler2D _Mask;
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uniform float4 _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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float2 uv0_Noise = i.ase_texcoord1.xy * _Noise_ST.xy + _Noise_ST.zw;
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float2 appendResult13 = (float2(( _Noise_U * _Time.y ) , ( _Time.y * _Noise_V )));
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float2 uv0_Texture = i.ase_texcoord1.xy * _Texture_ST.xy + _Texture_ST.zw;
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float2 appendResult34 = (float2(( _Texture_U * _Time.y ) , ( _Time.y * _Texture_V )));
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float2 uv_Mask = i.ase_texcoord1.xy * _Mask_ST.xy + _Mask_ST.zw;
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finalColor = ( ( tex2D( _Texture, ( ( tex2D( _Noise, ( uv0_Noise + appendResult13 ) ).r * _Float0 ) + ( uv0_Texture + appendResult34 ) ) ) * _Texture_Color * i.ase_color * i.ase_color.a ) * tex2D( _Mask, uv_Mask ) );
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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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2560;0;2560;1378;706.9319;581.5527;1.016058;True;True
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Node;AmplifyShaderEditor.TimeNode;2;-1871.746,-283.8145;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;3;-1839.746,-459.8145;Float;False;Property;_Noise_U;Noise_U;5;0;Create;True;0;0;False;0;False;0;0.2;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;4;-1855.746,-91.81445;Float;False;Property;_Noise_V;Noise_V;6;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;-1503.746,-411.8145;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;5;-1503.746,-219.8145;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TimeNode;30;-1252.309,107.9777;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.DynamicAppendNode;13;-1250.746,-340.8145;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.RangedFloatNode;29;-1236.309,299.9777;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.RangedFloatNode;31;-1219.287,-69.04478;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.TextureCoordinatesNode;14;-1263.803,-493.6884;Inherit;False;0;8;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.SimpleMultiplyOpNode;33;-884.3092,171.9777;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;32;-884.3092,-20.02232;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;15;-972.7461,-425.8145;Inherit;True;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.DynamicAppendNode;34;-612.3092,123.9777;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.SamplerNode;8;-689.2726,-458.7408;Inherit;True;Property;_Noise;Noise;4;0;Create;True;0;0;False;0;False;-1;None;7415d90b369f8754ebf4cacea2d30acc;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.TextureCoordinatesNode;36;-660.3662,-95.89625;Inherit;False;0;28;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.RangedFloatNode;23;-659.5132,-225.442;Inherit;False;Property;_Float0;Float 0;8;0;Create;True;0;0;False;0;False;0.9411765;0.28;0;10;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;22;-268.593,-369.5502;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;35;-356.3092,43.97769;Inherit;True;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;24;-39.79933,-127.0603;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SamplerNode;28;147.8968,-161.4271;Inherit;True;Property;_Texture;Texture;0;0;Create;True;0;0;False;0;False;-1;None;a1ed829951b739849ab353dc696355b7;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;7;120.2499,395.0443;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;9;93.24988,161.0443;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;10;568.65,62.84438;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SamplerNode;11;423.5903,376.7275;Inherit;True;Property;_Mask;Mask;7;0;Create;True;0;0;False;0;False;-1;None;ebabd92d10ef6e94c8689bfb2fd1b199;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;12;798.5904,192.7275;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;38;1060.258,193.8784;Float;False;True;-1;2;ASEMaterialInspector;100;1;WFX/Noise_add;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;4;1;False;-1;1;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;2;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;6;0;3;0
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WireConnection;6;1;2;2
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WireConnection;5;0;2;2
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WireConnection;5;1;4;0
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WireConnection;13;0;6;0
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WireConnection;13;1;5;0
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WireConnection;33;0;30;2
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WireConnection;33;1;29;0
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WireConnection;32;0;31;0
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WireConnection;32;1;30;2
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WireConnection;15;0;14;0
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WireConnection;15;1;13;0
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WireConnection;34;0;32;0
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WireConnection;34;1;33;0
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WireConnection;8;1;15;0
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WireConnection;22;0;8;1
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WireConnection;22;1;23;0
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WireConnection;35;0;36;0
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WireConnection;35;1;34;0
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WireConnection;24;0;22;0
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WireConnection;24;1;35;0
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WireConnection;28;1;24;0
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WireConnection;10;0;28;0
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WireConnection;10;1;9;0
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WireConnection;10;2;7;0
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WireConnection;10;3;7;4
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WireConnection;12;0;10;0
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WireConnection;12;1;11;0
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WireConnection;38;0;12;0
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ASEEND*/
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//CHKSM=98B14CA752351A0A7B4014C7E093EF54E4A535AD
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