// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "VFX/VFX_UV1/alpha" { Properties { [HDR]_Color("Color", Color) = (1,1,1,1) _Texture("Texture", 2D) = "white" {} _Mask("Mask", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="Transparent" } LOD 0 CGINCLUDE #pragma target 3.0 ENDCG Blend SrcAlpha OneMinusSrcAlpha Cull Off ColorMask RGBA ZWrite Off ZTest LEqual Pass { Name "Unlit" Tags { "LightMode"="ForwardBase" } CGPROGRAM #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX //only defining to not throw compilation error over Unity 5.5 #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" #define ASE_NEEDS_FRAG_COLOR struct appdata { float4 vertex : POSITION; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; }; struct v2f { float4 vertex : SV_POSITION; #ifdef ASE_NEEDS_FRAG_WORLD_POSITION float3 worldPos : TEXCOORD0; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 ase_texcoord1 : TEXCOORD1; float4 ase_color : COLOR; }; uniform sampler2D _Texture; uniform half4 _Texture_ST; uniform half4 _Color; uniform sampler2D _Mask; uniform half4 _Mask_ST; v2f vert ( appdata v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); o.ase_texcoord1.xy = v.ase_texcoord.xy; o.ase_texcoord1.zw = v.ase_texcoord1.xy; o.ase_color = v.color; float3 vertexValue = float3(0, 0, 0); #if ASE_ABSOLUTE_VERTEX_POS vertexValue = v.vertex.xyz; #endif vertexValue = vertexValue; #if ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif o.vertex = UnityObjectToClipPos(v.vertex); #ifdef ASE_NEEDS_FRAG_WORLD_POSITION o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; #endif return o; } fixed4 frag (v2f i ) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); fixed4 finalColor; #ifdef ASE_NEEDS_FRAG_WORLD_POSITION float3 WorldPosition = i.worldPos; #endif half2 uv0_Texture = i.ase_texcoord1.xy * _Texture_ST.xy + _Texture_ST.zw; half2 uv1_Texture = i.ase_texcoord1.zw * _Texture_ST.xy + _Texture_ST.zw; half2 appendResult5 = (half2(uv1_Texture.x , uv1_Texture.y)); float2 uv_Mask = i.ase_texcoord1.xy * _Mask_ST.xy + _Mask_ST.zw; finalColor = ( tex2D( _Texture, ( uv0_Texture + appendResult5 ) ) * _Color * i.ase_color * tex2D( _Mask, uv_Mask ) * i.ase_color.a ); return finalColor; } ENDCG } } CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18100 2761;287;2117;1066;1302.677;236.1649;1;True;False Node;AmplifyShaderEditor.TextureCoordinatesNode;8;-1296.005,87.50001;Inherit;True;1;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 Node;AmplifyShaderEditor.DynamicAppendNode;5;-1013.693,112.73;Inherit;True;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.TextureCoordinatesNode;11;-1079.936,-195.3594;Inherit;True;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 Node;AmplifyShaderEditor.SimpleAddOpNode;9;-735,-2.5;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SamplerNode;7;-528.9199,632.3475;Inherit;True;Property;_Mask;Mask;2;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 Node;AmplifyShaderEditor.VertexColorNode;6;-497.5424,416.8152;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;2;-557,-34.5;Inherit;True;Property;_Texture;Texture;1;0;Create;True;0;0;False;0;False;-1;None;3a7e6dc407a9daf44a93b6aadbdbbcc3;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 Node;AmplifyShaderEditor.ColorNode;4;-552.7625,184.66;Half;False;Property;_Color;Color;0;1;[HDR];Create;True;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-145,141.5;Inherit;False;5;5;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;4;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;62,141;Half;False;True;-1;2;ASEMaterialInspector;0;1;VFX/VFX_UV1/alpha;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;2;5;False;-1;10;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;False;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 WireConnection;5;0;8;1 WireConnection;5;1;8;2 WireConnection;9;0;11;0 WireConnection;9;1;5;0 WireConnection;2;1;9;0 WireConnection;3;0;2;0 WireConnection;3;1;4;0 WireConnection;3;2;6;0 WireConnection;3;3;7;0 WireConnection;3;4;6;4 WireConnection;1;0;3;0 ASEEND*/ //CHKSM=99E254F46EC13E11C6C5A99FCB6B3B7FD270FA54