187 lines
8.0 KiB
Plaintext
187 lines
8.0 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 "Cheng/UV_panner"
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{
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Properties
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{
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_MainColor("MainColor", Color) = (1,1,1,1)
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_MainTex("MainTex", 2D) = "white" {}
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_Noise_U("Noise_U", Float) = 0.54
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_Noise_V("Noise_V", Float) = 0.3
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_Mask("Mask", 2D) = "white" {}
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_Glow("Glow", Range( 0 , 10)) = 1
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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" "Queue"="Transparent" }
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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 SrcAlpha One
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Cull Off
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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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float4 ase_texcoord2 : TEXCOORD2;
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};
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uniform half _Glow;
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uniform sampler2D _MainTex;
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uniform half _Noise_U;
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uniform half _Noise_V;
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uniform half4 _MainColor;
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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 = v.vertex;
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o.ase_color = v.color;
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o.ase_texcoord2.xy = v.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord2.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 appendResult72 = (half2(_Noise_U , _Noise_V));
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half2 panner71 = ( 1.0 * _Time.y * appendResult72 + i.ase_texcoord1.xyz.xy);
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half4 tex2DNode1 = tex2D( _MainTex, panner71 );
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float2 uv_Mask = i.ase_texcoord2.xy * _Mask_ST.xy + _Mask_ST.zw;
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half4 tex2DNode89 = tex2D( _Mask, uv_Mask );
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half4 appendResult6 = (half4(( tex2DNode1 * _MainColor * i.ase_color * tex2DNode89 ).rgb , ( tex2DNode1.a * _MainColor.a * i.ase_color.a * tex2DNode89.a )));
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finalColor = ( _Glow * appendResult6 );
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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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536;170;1857;1100;1142.883;836.7301;1;True;False
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Node;AmplifyShaderEditor.CommentaryNode;39;-800.1513,-388.9596;Inherit;False;767.2017;433.9999;UV_liudong;5;72;28;27;73;71;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.RangedFloatNode;27;-660.1527,-165.9601;Half;False;Property;_Noise_U;Noise_U;2;0;Create;True;0;0;False;0;False;0.54;0.5;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;28;-662.1526,-81.96029;Half;False;Property;_Noise_V;Noise_V;3;0;Create;True;0;0;False;0;False;0.3;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;72;-497.9806,-135.3815;Inherit;False;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.PosVertexDataNode;73;-681.9806,-330.3814;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.CommentaryNode;41;82.60004,-414.228;Inherit;False;1110.7;712.2279;Base;8;4;3;1;25;5;2;6;44;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.PannerNode;71;-312.1796,-321.5815;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.ColorNode;3;164.6,-98.99997;Inherit;False;Property;_MainColor;MainColor;0;0;Create;True;0;0;False;0;False;1,1,1,1;0.4056604,0.05337981,0.03635634,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;1;139.6,-345.0001;Inherit;True;Property;_MainTex;MainTex;1;0;Create;True;0;0;False;0;False;-1;f11df39306feab44da9f808b52a674f6;245dd83a61b69cf45b0b44985d66f07e;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;4;218.6,96.00002;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;89;154.0952,328.3567;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;5;682.6,65;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;2;689.6,-77.99998;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;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.DynamicAppendNode;6;883.0154,-27.80133;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.RangedFloatNode;25;685.496,-214.5924;Inherit;False;Property;_Glow;Glow;5;0;Create;True;0;0;False;0;False;1;3;0;10;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TextureCoordinatesNode;91;-342.8829,-567.7301;Inherit;False;0;1;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.NormalVertexDataNode;90;-643.8829,-528.7301;Inherit;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;44;1048.124,-52.93616;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;92;-85.88293,-490.7301;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;43;1256.613,-56.11499;Half;False;True;-1;2;ASEMaterialInspector;100;1;Cheng/UV_panner;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;8;5;False;-1;1;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;True;False;True;2;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;2;RenderType=Opaque=RenderType;Queue=Transparent=Queue=0;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;72;0;27;0
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WireConnection;72;1;28;0
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WireConnection;71;0;73;0
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WireConnection;71;2;72;0
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WireConnection;1;1;71;0
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WireConnection;5;0;1;4
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WireConnection;5;1;3;4
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WireConnection;5;2;4;4
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WireConnection;5;3;89;4
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WireConnection;2;0;1;0
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WireConnection;2;1;3;0
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WireConnection;2;2;4;0
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WireConnection;2;3;89;0
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WireConnection;6;0;2;0
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WireConnection;6;3;5;0
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WireConnection;44;0;25;0
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WireConnection;44;1;6;0
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WireConnection;92;0;91;0
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WireConnection;92;1;71;0
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WireConnection;43;0;44;0
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ASEEND*/
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//CHKSM=D8C4F5CD85BDFDBE8F819781EB9822AE1DE3F766
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