// 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 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Shader "MagesBox/UVPanner_Alpha" { Properties { _U_Speed ("U_Speed", Float ) = 0.1 _V_Speed ("V_Speed", Float ) = 0.1 _MainTex ("MainTex", 2D) = "bump" {} [MaterialToggle] _Main_Tex_RA ("Main_Tex_R/A", Float ) = 0 [HDR]_Color ("Color", Color) = (1,1,1,1) _Mask ("Mask", 2D) = "white" {} [MaterialToggle] _Msak_RA ("Msak_R/A", Float ) = 0 _Rotator ("Rotator", 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 OneMinusSrcAlpha Cull Off ZWrite Off 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 3.0 uniform fixed _U_Speed; uniform fixed _V_Speed; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform fixed4 _Color; uniform fixed _Main_Tex_RA; uniform sampler2D _Mask; uniform float4 _Mask_ST; uniform fixed _Msak_RA; uniform fixed _Rotator; 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; }; 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 ); 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_1605 = _Time; float node_4453_ang = (_Rotator*3.141592654); float node_4453_spd = 1.0; float node_4453_cos = cos(node_4453_spd*node_4453_ang); float node_4453_sin = sin(node_4453_spd*node_4453_ang); float2 node_4453_piv = float2(0.5,0.5); fixed2 node_4453 = (mul(i.uv0-node_4453_piv,float2x2( node_4453_cos, -node_4453_sin, node_4453_sin, node_4453_cos))+node_4453_piv); float2 node_1606 = node_4453.rg; float2 node_5403 = (float2(i.uv1.b,i.uv1.a)+float2(((_U_Speed*node_1605.g)+node_1606.r),(node_1606.g+(node_1605.g*_V_Speed)))); fixed4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_5403, _MainTex)); float3 emissive = (_Color.rgb*_MainTex_var.rgb*i.vertexColor.rgb); float3 finalColor = emissive; fixed4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask)); return fixed4(finalColor,(_Color.a*lerp( _MainTex_var.a, _MainTex_var.r, _Main_Tex_RA )*i.vertexColor.a*lerp( _Mask_var.r, _Mask_var.a, _Msak_RA ))); } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }