72 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			72 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Plaintext
		
	
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Shader created with Shader Forge v1.36 
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*SF_DATA;ver:1.36;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:False,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:False,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0,fgcg:0,fgcb:0,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:-200,ofsu:0,f2p0:True,fnsp:True,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:4795,x:32716,y:32678,varname:node_4795,prsc:2|emission-2393-OUT,alpha-798-OUT;n:type:ShaderForge.SFN_Tex2d,id:6074,x:32235,y:32601,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:2393,x:32495,y:32793,varname:node_2393,prsc:2|A-6074-RGB,B-2053-RGB,C-797-RGB,D-9248-OUT;n:type:ShaderForge.SFN_VertexColor,id:2053,x:32235,y:32772,varname:node_2053,prsc:2;n:type:ShaderForge.SFN_Color,id:797,x:32235,y:32930,ptovrint:True,ptlb:Color,ptin:_TintColor,varname:_TintColor,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Vector1,id:9248,x:32235,y:33081,varname:node_9248,prsc:2,v1:2;n:type:ShaderForge.SFN_Multiply,id:798,x:32495,y:32923,varname:node_798,prsc:2|A-6074-A,B-2053-A,C-797-A;proporder:797-6074;pass:END;sub:END;*/
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Shader "ysj/EffectOffsetShaderAlpha" {
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    Properties {
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        _TintColor ("Color", Color) = (0.5,0.5,0.5,1)
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        _MainTex ("MainTex", 2D) = "white" {}
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        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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    }
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    SubShader {
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        Tags {
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            "IgnoreProjector"="True"
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            "Queue"="Transparent"
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            "RenderType"="Transparent"
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        }
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        Pass {
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            Name "FORWARD"
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            Tags {
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                "LightMode"="ForwardBase"
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            }
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            Blend SrcAlpha OneMinusSrcAlpha
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            Cull Off
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            ZWrite Off
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            Offset -200, 0
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            CGPROGRAM
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            #pragma vertex vert
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            #pragma fragment frag
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            #define UNITY_PASS_FORWARDBASE
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            #include "UnityCG.cginc"
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            #pragma multi_compile_fwdbase
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            #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal n3ds wiiu 
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            #pragma target 2.0
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            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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            uniform fixed4 _TintColor;
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            struct VertexInput {
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                float4 vertex : POSITION;
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                float2 texcoord0 : TEXCOORD0;
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                float4 vertexColor : COLOR;
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            };
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            struct VertexOutput {
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                float4 pos : SV_POSITION;
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                float2 uv0 : TEXCOORD0;
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                float4 vertexColor : COLOR;
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            };
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            VertexOutput vert (VertexInput v) {
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                VertexOutput o = (VertexOutput)0;
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                o.uv0 = v.texcoord0;
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                o.vertexColor = v.vertexColor;
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                o.pos = UnityObjectToClipPos(v.vertex );
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                return o;
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            }
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            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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                float isFrontFace = ( facing >= 0 ? 1 : 0 );
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                float faceSign = ( facing >= 0 ? 1 : -1 );
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////// Lighting:
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////// Emissive:
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                fixed4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
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                float3 emissive = (_MainTex_var.rgb*i.vertexColor.rgb*_TintColor.rgb*2.0);
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                float3 finalColor = emissive;
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                return fixed4(finalColor,(_MainTex_var.a*i.vertexColor.a*_TintColor.a));
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            }
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            ENDCG
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        }
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    }
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    FallBack "Diffuse"
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    CustomEditor "ShaderForgeMaterialInspector"
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}
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