// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.30 // 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 Shader "Xffect/DissolveShaderAlphaXffectAdd" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("MainTex", 2D) = "white" {} _disolvetex ("disolve tex", 2D) = "white" {} _edgecolor ("edge color", Color) = (1,0.8068966,0,1) _strength ("strength", Range(0, 1)) = 0 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } LOD 100 Pass { Name "FORWARD" Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One Cull Off Lighting Off ZWrite Off BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal //#pragma target 2.0 uniform sampler2D _disolvetex; uniform float4 _disolvetex_ST; uniform float _strength; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _edgecolor; uniform fixed4 _TintColor; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; fixed4 color : COLOR; float2 param : TEXCOORD1; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; fixed4 color : COLOR; float2 param : TEXCOORD1; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = UnityObjectToClipPos(v.vertex ); o.param = v.param; o.color = v.color; return o; } float4 frag(VertexOutput i) : COLOR { float4 _disolvetex_var = tex2D(_disolvetex,TRANSFORM_TEX(i.uv0, _disolvetex)); //float node_6778 = (((1.0 - _strength)*1.0+-0.5)+_disolvetex_var.r); float node_6778 = (((1.0 - i.param.y)*1.0+-0.5)+_disolvetex_var.r); clip(node_6778 - 0.5); ////// Lighting: ////// Emissive: float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 emissive = lerp(_edgecolor.rgb,_MainTex_var.rgb,step(0.53,node_6778)); float3 finalColor = emissive; return fixed4(finalColor* i.color * _TintColor,_MainTex_var.a*_TintColor.a*i.color.a); } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }