shaoxiadiablo/Assets/Arts/VFX/Shader/NoiseUV_alpha 1.shader
2025-05-18 01:04:31 +08:00

143 lines
4.9 KiB
Plaintext

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "WFX/Noise_alpha"
{
Properties
{
_Texture2("Texture2", 2D) = "white" {}
[HDR]_Color0("Color 0", Color) = (0,0,0,0)
_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 On
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"
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 float4 _Color0;
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 uv_Texture2 = i.ase_texcoord1.xy * _Texture2_ST.xy + _Texture2_ST.zw;
float2 uv_Mask = i.ase_texcoord1.xy * _Mask_ST.xy + _Mask_ST.zw;
finalColor = ( ( tex2D( _Texture2, uv_Texture2 ) * _Color0 ) * tex2D( _Mask, uv_Mask ).a );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
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Version=18100
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Node;AmplifyShaderEditor.ColorNode;92;192.1089,1251.356;Inherit;False;Property;_Color0;Color 0;1;1;[HDR];Create;True;0;0;False;0;False;0,0,0,0;2.433572,2.433572,2.433572,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;90;554.1089,1098.356;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SamplerNode;112;401.7781,1435.728;Inherit;True;Property;_Mask;Mask;2;0;Create;True;0;0;False;0;False;-1;None;610529dabc2ad0349a766f46f7d41826;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;114;845.7781,1376.728;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;111;1194.068,1163.626;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;1;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
WireConnection;90;0;39;0
WireConnection;90;1;92;0
WireConnection;114;0;90;0
WireConnection;114;1;112;4
WireConnection;111;0;114;0
ASEEND*/
//CHKSM=BE5BFC8601706BB2C8658A704443E5AB37138AC9