// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "WFX/Noise_alpha" { Properties { _Texture2("Texture2", 2D) = "white" {} _Texture_U("Texture_U", Float) = 0 _Texture_V("Texture_V", Float) = 0 _Texture_Color("Texture_Color ", Color) = (1,1,1,0) _Float0("Float 0", Float) = 0 _Mask("Mask", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 CGINCLUDE #pragma target 3.0 ENDCG Blend SrcAlpha OneMinusSrcAlpha Cull Back ColorMask RGBA ZWrite Off ZTest LEqual Offset 0 , 0 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" #include "UnityShaderVariables.cginc" struct appdata { float4 vertex : POSITION; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID float4 ase_texcoord : TEXCOORD0; }; 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; }; uniform sampler2D _Texture2; uniform float4 _Texture2_ST; uniform float _Texture_U; uniform float _Texture_V; uniform float4 _Texture_Color; uniform float _Float0; uniform sampler2D _Mask; uniform float4 _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; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord1.zw = 0; 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 float2 uv0_Texture2 = i.ase_texcoord1.xy * _Texture2_ST.xy + _Texture2_ST.zw; float2 appendResult94 = (float2(( _Texture_U * _Time.y ) , ( _Time.y * _Texture_V ))); float2 uv_Mask = i.ase_texcoord1.xy * _Mask_ST.xy + _Mask_ST.zw; finalColor = ( ( tex2D( _Texture2, ( uv0_Texture2 + appendResult94 ) ) * _Texture_Color * _Float0 ) * tex2D( _Mask, uv_Mask ) ); return finalColor; } ENDCG } } CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18100 2567;1;2546;1370;1476.739;-735.9672;1;True;True Node;AmplifyShaderEditor.RangedFloatNode;87;-1927.401,1464.877;Float;False;Property;_Texture_V;Texture_V;2;0;Create;True;0;0;False;0;False;0;0.3;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;98;-1910.379,1095.855;Float;False;Property;_Texture_U;Texture_U;1;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.TimeNode;99;-1943.401,1272.877;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;96;-1575.401,1336.877;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;97;-1575.401,1144.877;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode;94;-1303.401,1288.877;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;95;-1352.458,1069.003;Inherit;False;0;39;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;93;-1047.401,1208.877;Inherit;True;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode;91;-566.4587,1621.847;Inherit;False;Property;_Float0;Float 0;4;0;Create;True;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.ColorNode;92;-623.187,1408.944;Float;False;Property;_Texture_Color;Texture_Color ;3;0;Create;True;0;0;False;0;False;1,1,1,0;0.993409,0.1146241,0,0.5372549;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;39;-708.51,1168.117;Inherit;True;Property;_Texture2;Texture2;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 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;89;-283.5381,1473.724;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SamplerNode;100;-697.7388,1800.967;Inherit;True;Property;_Mask;Mask;5;0;Create;True;0;0;False;0;False;-1;a1774185f7d526447b755a20b0e5522b;a1774185f7d526447b755a20b0e5522b;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.SimpleMultiplyOpNode;101;-8.73877,1561.967;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;80;246.8699,1348.766;Float;False;True;-1;2;ASEMaterialInspector;100;1;WFX/Noise_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;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;;1;=;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;1;True;False;;0 WireConnection;96;0;99;2 WireConnection;96;1;87;0 WireConnection;97;0;98;0 WireConnection;97;1;99;2 WireConnection;94;0;97;0 WireConnection;94;1;96;0 WireConnection;93;0;95;0 WireConnection;93;1;94;0 WireConnection;39;1;93;0 WireConnection;89;0;39;0 WireConnection;89;1;92;0 WireConnection;89;2;91;0 WireConnection;101;0;89;0 WireConnection;101;1;100;0 WireConnection;80;0;101;0 ASEEND*/ //CHKSM=AA1A0A9EB5E98BF6297EE38A34B1A7F4B2A89601