// Shader created with Shader Forge v1.38 // Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:3,bdst:0,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:9361,x:32998,y:33211,varname:node_9361,prsc:2|emission-7216-OUT;n:type:ShaderForge.SFN_Color,id:214,x:31854,y:32868,ptovrint:False,ptlb:Main_Color,ptin:_Main_Color,varname:_Main_Color,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Tex2d,id:4119,x:31854,y:33073,ptovrint:False,ptlb:Main_Tex,ptin:_Main_Tex,varname:_Main_Tex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:4934,x:32037,y:33148,varname:node_4934,prsc:2|A-4119-RGB,B-8427-RGB;n:type:ShaderForge.SFN_Tex2d,id:8427,x:31854,y:33252,ptovrint:False,ptlb:Mask,ptin:_Mask,varname:_Mask,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:9421,x:32200,y:33030,varname:node_9421,prsc:2|A-214-RGB,B-214-A,C-4934-OUT,D-4119-A;n:type:ShaderForge.SFN_VertexColor,id:7442,x:32595,y:33341,varname:node_7442,prsc:2;n:type:ShaderForge.SFN_Tex2d,id:2451,x:32196,y:33450,ptovrint:False,ptlb:Grain,ptin:_Grain,varname:_Grain,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-5708-OUT;n:type:ShaderForge.SFN_Color,id:6219,x:32196,y:33220,ptovrint:False,ptlb:Grain_Color,ptin:_Grain_Color,varname:_Grain_Color,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:6143,x:32401,y:33278,varname:node_6143,prsc:2|A-6219-RGB,B-6219-A,C-2451-RGB;n:type:ShaderForge.SFN_Multiply,id:7216,x:32829,y:33310,varname:node_7216,prsc:2|A-8146-OUT,B-7442-RGB,C-7442-A;n:type:ShaderForge.SFN_TexCoord,id:947,x:31665,y:33470,varname:node_947,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_ValueProperty,id:4803,x:31495,y:33339,ptovrint:False,ptlb:Grain_U_Speed,ptin:_Grain_U_Speed,varname:_Grain_U_Speed,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:4035,x:31495,y:33638,ptovrint:False,ptlb:Grain_V_Speed,ptin:_Grain_V_Speed,varname:_Grain_V_Speed,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Time,id:1689,x:31495,y:33452,varname:node_1689,prsc:2;n:type:ShaderForge.SFN_Add,id:6302,x:31848,y:33470,varname:node_6302,prsc:2|A-1384-OUT,B-947-U;n:type:ShaderForge.SFN_Add,id:5775,x:31848,y:33605,varname:node_5775,prsc:2|A-947-V,B-2419-OUT;n:type:ShaderForge.SFN_Multiply,id:1384,x:31665,y:33339,varname:node_1384,prsc:2|A-4803-OUT,B-1689-T;n:type:ShaderForge.SFN_Multiply,id:2419,x:31665,y:33618,varname:node_2419,prsc:2|A-1689-T,B-4035-OUT;n:type:ShaderForge.SFN_Append,id:5708,x:32018,y:33528,varname:node_5708,prsc:2|A-6302-OUT,B-5775-OUT;n:type:ShaderForge.SFN_Multiply,id:8146,x:32595,y:33188,varname:node_8146,prsc:2|A-9421-OUT,B-6143-OUT;proporder:214-4119-8427-2451-6219-4803-4035;pass:END;sub:END;*/ Shader "MagesBox/Add" { Properties { [HDR]_Main_Color ("Main_Color", Color) = (1,1,1,1) _Main_Tex ("Main_Tex", 2D) = "white" {} _Mask ("Mask", 2D) = "white" {} _Grain ("Grain", 2D) = "white" {} [HDR]_Grain_Color ("Grain_Color", Color) = (1,1,1,1) _Grain_U_Speed ("Grain_U_Speed", Float ) = 0 _Grain_V_Speed ("Grain_V_Speed", Float ) = 0 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha One Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform float4 _Main_Color; uniform sampler2D _Main_Tex; uniform float4 _Main_Tex_ST; uniform sampler2D _Mask; uniform float4 _Mask_ST; uniform sampler2D _Grain; uniform float4 _Grain_ST; uniform float4 _Grain_Color; uniform float _Grain_U_Speed; uniform float _Grain_V_Speed; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 vertexColor : COLOR; UNITY_FOG_COORDS(1) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.vertexColor = v.vertexColor; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); ////// Lighting: ////// Emissive: float4 _Main_Tex_var = tex2D(_Main_Tex,TRANSFORM_TEX(i.uv0, _Main_Tex)); float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask)); float4 node_1689 = _Time; float2 node_5708 = float2(((_Grain_U_Speed*node_1689.g)+i.uv0.r),(i.uv0.g+(node_1689.g*_Grain_V_Speed))); float4 _Grain_var = tex2D(_Grain,TRANSFORM_TEX(node_5708, _Grain)); float3 emissive = (((_Main_Color.rgb*_Main_Color.a*(_Main_Tex_var.rgb*_Mask_var.rgb)*_Main_Tex_var.a)*(_Grain_Color.rgb*_Grain_Color.a*_Grain_var.rgb))*i.vertexColor.rgb*i.vertexColor.a); float3 finalColor = emissive; fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_SHADOWCASTER #include "UnityCG.cginc" #include "Lighting.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 struct VertexInput { float4 vertex : POSITION; }; struct VertexOutput { V2F_SHADOW_CASTER; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.pos = UnityObjectToClipPos( v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }