176 lines
7.5 KiB
Plaintext
176 lines
7.5 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/Dissolve_Add"
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{
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Properties
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{
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[HDR]_MianColor("MianColor", Color) = (1,1,1,1)
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_MainTex("MainTex", 2D) = "white" {}
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_NoiseTex1("NoiseTex", 2D) = "white" {}
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_MaskTex("MaskTex", 2D) = "white" {}
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[Enum(on,0,off,1)]_NoiseTex_On("Noise Tex_On", Float) = -1.5
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_Dissolve1("Dissolve", Float) = 0
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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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#include "UnityCG.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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float4 ase_texcoord1 : TEXCOORD1;
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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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};
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uniform float4 _MianColor;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform sampler2D _MaskTex;
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uniform float4 _MaskTex_ST;
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uniform sampler2D _NoiseTex1;
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uniform float4 _NoiseTex1_ST;
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uniform float _Dissolve1;
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uniform float _NoiseTex_On;
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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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o.ase_color = v.color;
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o.ase_texcoord1.zw = v.ase_texcoord1.xy;
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float3 vertexValue = float3(0, 0, 0);
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vertexValue = vertexValue;
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v.vertex.xyz += vertexValue;
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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 uv_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex );
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float2 uv_MaskTex = i.ase_texcoord1.xy * _MaskTex_ST.xy + _MaskTex_ST.zw;
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float2 uv_NoiseTex1 = i.ase_texcoord1.xy * _NoiseTex1_ST.xy + _NoiseTex1_ST.zw;
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float2 uv125 = i.ase_texcoord1.zw * float2( 1,1 ) + float2( 0,0 );
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float lerpResult26 = lerp( _Dissolve1 , _NoiseTex_On , uv125.x);
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float clampResult29 = clamp( ( ( tex2D( _NoiseTex1, uv_NoiseTex1 ).r * _Dissolve1 ) - lerpResult26 ) , 0.0 , 1.0 );
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float4 appendResult9 = (float4(( _MianColor * tex2DNode1 * i.ase_color * tex2D( _MaskTex, uv_MaskTex ).r ).rgb , ( _MianColor.a * tex2DNode1.a * i.ase_color.a * clampResult29 )));
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finalColor = appendResult9;
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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=17400
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2560;0;2560;1379;1621.553;-19.84891;1;True;False
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Node;AmplifyShaderEditor.TextureCoordinatesNode;25;-986.5885,987.5393;Inherit;False;1;-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.SamplerNode;22;-1234.625,501.2514;Inherit;True;Property;_NoiseTex1;NoiseTex;2;0;Create;True;0;0;False;0;-1;None;e9b461dd9e24dce40a27fc4483ef3c92;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.RangedFloatNode;24;-1074.005,724.2023;Inherit;False;Property;_Dissolve1;Dissolve;5;0;Create;True;0;0;False;0;0;1.28;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;23;-1078.041,852.1762;Inherit;False;Property;_NoiseTex_On;Noise Tex_On;4;1;[Enum];Create;True;2;on;0;off;1;0;False;0;-1.5;-1.5;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;26;-508.6421,837.2106;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;27;-654.6381,559.9293;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleSubtractOpNode;28;-247.91,658.1781;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;2;-494.5,-190.5;Inherit;False;Property;_MianColor;MianColor;0;1;[HDR];Create;True;0;0;False;0;1,1,1,1;2.270603,2.270603,2.270603,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.VertexColorNode;3;-506.9,211.5;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ClampOpNode;29;-25.9101,640.1781;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;1;-573.7001,-3.3;Inherit;True;Property;_MainTex;MainTex;1;0;Create;True;0;0;False;0;-1;None;199af3fedc13e4347b30d7d1f955a887;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.SamplerNode;33;-491.504,-419.8027;Inherit;True;Property;_MaskTex;MaskTex;3;0;Create;True;0;0;False;0;-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;8;331,217.8;Inherit;True;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;4;62.1,-6.6;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;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.DynamicAppendNode;9;671.5,4.5;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.TemplateMultiPassMasterNode;30;858.0842,183.5569;Float;False;True;-1;2;ASEMaterialInspector;100;12;WFX/Dissolve_Add;7dd85faf9393a6b4981c828023c99d39;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;0;0;1;True;False;;0
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WireConnection;26;0;24;0
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WireConnection;26;1;23;0
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WireConnection;26;2;25;1
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WireConnection;27;0;22;1
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WireConnection;27;1;24;0
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WireConnection;28;0;27;0
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WireConnection;28;1;26;0
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WireConnection;29;0;28;0
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WireConnection;8;0;2;4
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WireConnection;8;1;1;4
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WireConnection;8;2;3;4
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WireConnection;8;3;29;0
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WireConnection;4;0;2;0
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WireConnection;4;1;1;0
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WireConnection;4;2;3;0
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WireConnection;4;3;33;1
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WireConnection;9;0;4;0
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WireConnection;9;3;8;0
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WireConnection;30;0;9;0
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ASEEND*/
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//CHKSM=E91C864508C22FFCA31C09ECC76B11EB468BEECD |