171 lines
6.9 KiB
Plaintext
171 lines
6.9 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_alpha"
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{
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Properties
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{
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_Texture2("Texture2", 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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_Texture_Color("Texture_Color ", Color) = (1,1,1,0)
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_Float0("Float 0", Float) = 0
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_Mask("Mask", 2D) = "white" {}
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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 SrcAlpha OneMinusSrcAlpha
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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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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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};
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uniform sampler2D _Texture2;
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uniform float4 _Texture2_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 float _Float0;
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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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//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_Texture2 = i.ase_texcoord1.xy * _Texture2_ST.xy + _Texture2_ST.zw;
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float2 appendResult94 = (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( _Texture2, ( uv0_Texture2 + appendResult94 ) ) * _Texture_Color * _Float0 ) * 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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2567;1;2546;1370;1476.739;-735.9672;1;True;True
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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
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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
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Node;AmplifyShaderEditor.TimeNode;99;-1943.401,1272.877;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;96;-1575.401,1336.877;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;97;-1575.401,1144.877;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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WireConnection;96;0;99;2
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WireConnection;96;1;87;0
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WireConnection;97;0;98;0
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WireConnection;97;1;99;2
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WireConnection;94;0;97;0
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WireConnection;94;1;96;0
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WireConnection;93;0;95;0
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WireConnection;93;1;94;0
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WireConnection;39;1;93;0
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WireConnection;89;0;39;0
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WireConnection;89;1;92;0
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WireConnection;89;2;91;0
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WireConnection;101;0;89;0
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WireConnection;101;1;100;0
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WireConnection;80;0;101;0
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ASEEND*/
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//CHKSM=AA1A0A9EB5E98BF6297EE38A34B1A7F4B2A89601 |