// 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 /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:1,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:4013,x:33409,y:32610,varname:node_4013,prsc:2|emission-8237-OUT,alpha-4545-OUT,clip-3087-OUT;n:type:ShaderForge.SFN_If,id:3087,x:32288,y:32995,varname:node_3087,prsc:2|A-2050-OUT,B-6656-R,GT-1972-OUT,EQ-1972-OUT,LT-5252-OUT;n:type:ShaderForge.SFN_Tex2d,id:2455,x:32157,y:32661,ptovrint:False,ptlb:liudong,ptin:_liudong,varname:node_2455,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:cd2c835c4ef65f34cba096e8c6c66e07,ntxv:0,isnm:False|UVIN-4811-OUT;n:type:ShaderForge.SFN_Fresnel,id:1488,x:32177,y:32837,varname:node_1488,prsc:2|EXP-4688-OUT;n:type:ShaderForge.SFN_ValueProperty,id:4688,x:31960,y:32919,ptovrint:False,ptlb:fre_,ptin:_fre_,varname:node_4688,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Color,id:5059,x:32449,y:32485,ptovrint:False,ptlb:zhengti,ptin:_zhengti,varname:node_5059,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:0.7075472,c2:0.5258107,c3:0.1835618,c4:1;n:type:ShaderForge.SFN_Multiply,id:4200,x:32830,y:32471,varname:node_4200,prsc:2|A-5059-RGB,B-2455-R,C-2621-RGB;n:type:ShaderForge.SFN_Vector1,id:1972,x:31974,y:33414,varname:node_1972,prsc:2,v1:1;n:type:ShaderForge.SFN_Vector1,id:5252,x:32051,y:33527,varname:node_5252,prsc:2,v1:0;n:type:ShaderForge.SFN_Tex2d,id:6656,x:31924,y:33059,ptovrint:False,ptlb:rongjie,ptin:_rongjie,varname:node_6656,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:03c8ea0309333c249a4e1f0d0bc98609,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Slider,id:8355,x:31660,y:33251,ptovrint:False,ptlb:miaobian,ptin:_miaobian,varname:node_8355,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.03,max:1;n:type:ShaderForge.SFN_Subtract,id:40,x:32547,y:33160,varname:node_40,prsc:2|A-3087-OUT,B-5051-OUT;n:type:ShaderForge.SFN_If,id:5051,x:32337,y:33328,varname:node_5051,prsc:2|A-8970-OUT,B-6656-R,GT-1972-OUT,EQ-1972-OUT,LT-5252-OUT;n:type:ShaderForge.SFN_Slider,id:8970,x:31660,y:33365,ptovrint:False,ptlb:rongjie_,ptin:_rongjie_,varname:node_8970,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.4351207,max:1;n:type:ShaderForge.SFN_Add,id:2050,x:32063,y:33210,varname:node_2050,prsc:2|A-8355-OUT,B-8970-OUT;n:type:ShaderForge.SFN_Add,id:8237,x:33148,y:32700,varname:node_8237,prsc:2|A-4200-OUT,B-1983-OUT;n:type:ShaderForge.SFN_Multiply,id:1983,x:32807,y:33194,varname:node_1983,prsc:2|A-40-OUT,B-5828-RGB;n:type:ShaderForge.SFN_Color,id:5828,x:32609,y:33328,ptovrint:False,ptlb:miaobiancolor,ptin:_miaobiancolor,varname:node_5828,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:0.7372549,c2:0.5140126,c3:0,c4:1;n:type:ShaderForge.SFN_ValueProperty,id:599,x:31100,y:32645,ptovrint:False,ptlb:U_Speed_02,ptin:_U_Speed_02,varname:_U_Speed_copy,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:3860,x:31112,y:32956,ptovrint:False,ptlb:V_Speed_02,ptin:_V_Speed_02,varname:_V_Speed_copy,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:-0.58;n:type:ShaderForge.SFN_Time,id:2544,x:31100,y:32758,varname:node_2544,prsc:2;n:type:ShaderForge.SFN_Append,id:5539,x:31751,y:32821,varname:node_5539,prsc:1|A-5079-OUT,B-4556-OUT;n:type:ShaderForge.SFN_Multiply,id:3103,x:31400,y:32645,varname:node_3103,prsc:2|A-599-OUT,B-2544-T;n:type:ShaderForge.SFN_Multiply,id:8551,x:31329,y:32956,varname:node_8551,prsc:2|A-2544-T,B-3860-OUT;n:type:ShaderForge.SFN_Add,id:4556,x:31567,y:32865,varname:node_4556,prsc:2|A-3050-G,B-8551-OUT;n:type:ShaderForge.SFN_Add,id:5079,x:31567,y:32709,varname:node_5079,prsc:2|A-3103-OUT,B-3050-R;n:type:ShaderForge.SFN_ComponentMask,id:3050,x:31587,y:33089,varname:node_3050,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-1348-UVOUT;n:type:ShaderForge.SFN_TexCoord,id:292,x:31567,y:32535,varname:node_292,prsc:2,uv:1,uaff:True;n:type:ShaderForge.SFN_Append,id:6802,x:31751,y:32664,varname:node_6802,prsc:2|A-292-Z,B-292-W;n:type:ShaderForge.SFN_Add,id:4811,x:31933,y:32721,varname:node_4811,prsc:2|A-6802-OUT,B-5539-OUT;n:type:ShaderForge.SFN_TexCoord,id:9873,x:31225,y:33089,varname:node_9873,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Rotator,id:1348,x:31403,y:33089,varname:node_1348,prsc:0|UVIN-9873-UVOUT,ANG-7650-OUT;n:type:ShaderForge.SFN_Multiply,id:7650,x:31225,y:33253,varname:node_7650,prsc:2|A-9141-OUT,B-8343-OUT;n:type:ShaderForge.SFN_Pi,id:8343,x:31092,y:33300,varname:node_8343,prsc:2;n:type:ShaderForge.SFN_ValueProperty,id:9141,x:31059,y:33193,ptovrint:False,ptlb:Rotator_02,ptin:_Rotator_02,varname:_Rotator_copy,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_VertexColor,id:2621,x:32562,y:32713,varname:node_2621,prsc:2;n:type:ShaderForge.SFN_Multiply,id:4545,x:33122,y:33012,varname:node_4545,prsc:2|A-2621-A,B-1488-OUT,C-5059-A;proporder:2455-4688-5059-6656-8355-8970-5828-599-3860-9141;pass:END;sub:END;*/ Shader "Shader Forge/liudongrongjie" { Properties { _liudong ("liudong", 2D) = "white" {} _fre_ ("fre_", Float ) = 1 [HDR]_zhengti ("zhengti", Color) = (0.7075472,0.5258107,0.1835618,1) _rongjie ("rongjie", 2D) = "white" {} _miaobian ("miaobian", Range(0, 1)) = 0.03 _rongjie_ ("rongjie_", Range(0, 1)) = 0.4351207 [HDR]_miaobiancolor ("miaobiancolor", Color) = (0.7372549,0.5140126,0,1) _U_Speed_02 ("U_Speed_02", Float ) = 0 _V_Speed_02 ("V_Speed_02", Float ) = -0.58 _Rotator_02 ("Rotator_02", Float ) = 0 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } 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 #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 sampler2D _liudong; uniform float4 _liudong_ST; uniform float _fre_; uniform float4 _zhengti; uniform sampler2D _rongjie; uniform float4 _rongjie_ST; uniform float _miaobian; uniform float _rongjie_; uniform float4 _miaobiancolor; uniform fixed _U_Speed_02; uniform fixed _V_Speed_02; uniform fixed _Rotator_02; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 posWorld : TEXCOORD2; float3 normalDir : TEXCOORD3; float4 vertexColor : COLOR; UNITY_FOG_COORDS(4) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.vertexColor = v.vertexColor; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); 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 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float4 _rongjie_var = tex2D(_rongjie,TRANSFORM_TEX(i.uv0, _rongjie)); float node_3087_if_leA = step((_miaobian+_rongjie_),_rongjie_var.r); float node_3087_if_leB = step(_rongjie_var.r,(_miaobian+_rongjie_)); float node_5252 = 0.0; float node_1972 = 1.0; float node_3087 = lerp((node_3087_if_leA*node_5252)+(node_3087_if_leB*node_1972),node_1972,node_3087_if_leA*node_3087_if_leB); clip(node_3087 - 0.5); ////// Lighting: ////// Emissive: float4 node_2544 = _Time; float node_1348_ang = (_Rotator_02*3.141592654); float node_1348_spd = 1.0; float node_1348_cos = cos(node_1348_spd*node_1348_ang); float node_1348_sin = sin(node_1348_spd*node_1348_ang); float2 node_1348_piv = float2(0.5,0.5); fixed2 node_1348 = (mul(i.uv0-node_1348_piv,float2x2( node_1348_cos, -node_1348_sin, node_1348_sin, node_1348_cos))+node_1348_piv); float2 node_3050 = node_1348.rg; float2 node_4811 = (float2(i.uv1.b,i.uv1.a)+float2(((_U_Speed_02*node_2544.g)+node_3050.r),(node_3050.g+(node_2544.g*_V_Speed_02)))); float4 _liudong_var = tex2D(_liudong,TRANSFORM_TEX(node_4811, _liudong)); float node_5051_if_leA = step(_rongjie_,_rongjie_var.r); float node_5051_if_leB = step(_rongjie_var.r,_rongjie_); float3 emissive = ((_zhengti.rgb*_liudong_var.r*i.vertexColor.rgb)+((node_3087-lerp((node_5051_if_leA*node_5252)+(node_5051_if_leB*node_1972),node_1972,node_5051_if_leA*node_5051_if_leB))*_miaobiancolor.rgb)); float3 finalColor = emissive; fixed4 finalRGBA = fixed4(finalColor,(i.vertexColor.a*pow(1.0-max(0,dot(normalDirection, viewDirection)),_fre_)*_zhengti.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 uniform sampler2D _rongjie; uniform float4 _rongjie_ST; uniform float _miaobian; uniform float _rongjie_; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; 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 ); float4 _rongjie_var = tex2D(_rongjie,TRANSFORM_TEX(i.uv0, _rongjie)); float node_3087_if_leA = step((_miaobian+_rongjie_),_rongjie_var.r); float node_3087_if_leB = step(_rongjie_var.r,(_miaobian+_rongjie_)); float node_5252 = 0.0; float node_1972 = 1.0; float node_3087 = lerp((node_3087_if_leA*node_5252)+(node_3087_if_leB*node_1972),node_1972,node_3087_if_leA*node_3087_if_leB); clip(node_3087 - 0.5); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }