// Shader created with Shader Forge v1.38 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge 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Shader "Shader Forge/shuibowen_1" { Properties { [HDR]_Color ("Color", Color) = (1,1,1,1) _U_Speed_copy ("U_Speed_copy", Float ) = -0.5 _V_Speed_copy ("V_Speed_copy", Float ) = -0.5 _Rotator_copy ("Rotator_copy", Float ) = 0 _raodongwenli ("raodongwenli", 2D) = "white" {} _xingzhuang ("xingzhuang", 2D) = "white" {} [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Stencil{ Ref 1 Comp equal } Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend DstAlpha One Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan #pragma target 3.0 uniform float4 _Color; uniform fixed _U_Speed_copy; uniform fixed _V_Speed_copy; uniform fixed _Rotator_copy; uniform sampler2D _raodongwenli; uniform float4 _raodongwenli_ST; uniform sampler2D _xingzhuang; uniform float4 _xingzhuang_ST; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 vertexColor : COLOR; UNITY_FOG_COORDS(2) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; 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 node_3830 = _Time; float node_6129_ang = (_Rotator_copy*3.141592654); float node_6129_spd = 1.0; float node_6129_cos = cos(node_6129_spd*node_6129_ang); float node_6129_sin = sin(node_6129_spd*node_6129_ang); float2 node_6129_piv = float2(0.5,0.5); fixed2 node_6129 = (mul(i.uv0-node_6129_piv,float2x2( node_6129_cos, -node_6129_sin, node_6129_sin, node_6129_cos))+node_6129_piv); float2 node_475 = node_6129.rg; float2 node_9968 = (float2(i.uv1.b,i.uv1.a)+float2(((_U_Speed_copy*node_3830.g)+node_475.r),(node_475.g+(node_3830.g*_V_Speed_copy)))); float4 _raodongwenli_var = tex2D(_raodongwenli,TRANSFORM_TEX(node_9968, _raodongwenli)); float4 node_3009 = _Time; float2 node_4137 = ((i.uv0+node_3009.g*float2(0,0))+_raodongwenli_var.r*float2(0,0.4)); float4 _xingzhuang_var = tex2D(_xingzhuang,TRANSFORM_TEX(node_4137, _xingzhuang)); float3 emissive = (_Color.rgb*_xingzhuang_var.r*i.vertexColor.rgb); float3 finalColor = emissive; fixed4 finalRGBA = fixed4(finalColor,i.vertexColor.a); 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 #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 gles3 metal vulkan #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" }