170 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			170 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
// Shader created with Shader Forge v1.38 
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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:1.38;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;*/
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Shader "Shader Forge/liudongrongjie" {
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    Properties {
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        _liudong ("liudong", 2D) = "white" {}
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        _fre_ ("fre_", Float ) = 1
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        [HDR]_zhengti ("zhengti", Color) = (0.7075472,0.5258107,0.1835618,1)
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        _rongjie ("rongjie", 2D) = "white" {}
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        _miaobian ("miaobian", Range(0, 1)) = 0.03
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        _rongjie_ ("rongjie_", Range(0, 1)) = 0.4351207
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        [HDR]_miaobiancolor ("miaobiancolor", Color) = (0.7372549,0.5140126,0,1)
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        _U_Speed_02 ("U_Speed_02", Float ) = 0
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        _V_Speed_02 ("V_Speed_02", Float ) = -0.58
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        _Rotator_02 ("Rotator_02", Float ) = 0
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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 One
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            Cull Off
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            ZWrite Off
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            CGPROGRAM
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            #pragma vertex vert
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            #pragma fragment frag
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            #include "UnityCG.cginc"
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            #pragma multi_compile_fwdbase
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            #pragma multi_compile_fog
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			#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan 
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            #pragma target 3.0
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            uniform sampler2D _liudong; uniform float4 _liudong_ST;
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            uniform float _fre_;
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            uniform float4 _zhengti;
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            uniform sampler2D _rongjie; uniform float4 _rongjie_ST;
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            uniform float _miaobian;
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            uniform float _rongjie_;
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            uniform float4 _miaobiancolor;
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            uniform fixed _U_Speed_02;
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            uniform fixed _V_Speed_02;
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            uniform fixed _Rotator_02;
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            struct VertexInput {
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                float4 vertex : POSITION;
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                float3 normal : NORMAL;
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                float2 texcoord0 : TEXCOORD0;
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                float4 texcoord1 : TEXCOORD1;
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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 uv1 : TEXCOORD1;
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                float4 posWorld : TEXCOORD2;
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                float3 normalDir : TEXCOORD3;
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                float4 vertexColor : COLOR;
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                UNITY_FOG_COORDS(4)
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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.uv1 = v.texcoord1;
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                o.vertexColor = v.vertexColor;
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                o.normalDir = UnityObjectToWorldNormal(v.normal);
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                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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                o.pos = UnityObjectToClipPos( v.vertex );
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                UNITY_TRANSFER_FOG(o,o.pos);
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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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                i.normalDir = normalize(i.normalDir);
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                i.normalDir *= faceSign;
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                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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                float3 normalDirection = i.normalDir;
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                float4 _rongjie_var = tex2D(_rongjie,TRANSFORM_TEX(i.uv0, _rongjie));
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                float node_3087_if_leA = step((_miaobian+_rongjie_),_rongjie_var.r);
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                float node_3087_if_leB = step(_rongjie_var.r,(_miaobian+_rongjie_));
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                float node_5252 = 0.0;
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                float node_1972 = 1.0;
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                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);
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                clip(node_3087 - 0.5);
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////// Lighting:
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////// Emissive:
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                float4 node_2544 = _Time;
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                float node_1348_ang = (_Rotator_02*3.141592654);
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                float node_1348_spd = 1.0;
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                float node_1348_cos = cos(node_1348_spd*node_1348_ang);
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                float node_1348_sin = sin(node_1348_spd*node_1348_ang);
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                float2 node_1348_piv = float2(0.5,0.5);
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                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);
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                float2 node_3050 = node_1348.rg;
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                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))));
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                float4 _liudong_var = tex2D(_liudong,TRANSFORM_TEX(node_4811, _liudong));
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                float node_5051_if_leA = step(_rongjie_,_rongjie_var.r);
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                float node_5051_if_leB = step(_rongjie_var.r,_rongjie_);
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                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));
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                float3 finalColor = emissive;
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                fixed4 finalRGBA = fixed4(finalColor,(i.vertexColor.a*pow(1.0-max(0,dot(normalDirection, viewDirection)),_fre_)*_zhengti.a));
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                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
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                return finalRGBA;
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            }
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            ENDCG
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        }
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        Pass {
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            Name "ShadowCaster"
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            Tags {
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                "LightMode"="ShadowCaster"
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            }
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            Offset 1, 1
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            Cull Off
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            CGPROGRAM
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            #pragma vertex vert
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            #pragma fragment frag
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            #include "UnityCG.cginc"
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            #include "Lighting.cginc"
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            #pragma fragmentoption ARB_precision_hint_fastest
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            #pragma multi_compile_shadowcaster
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            #pragma multi_compile_fog
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			#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan 
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            #pragma target 3.0
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            uniform sampler2D _rongjie; uniform float4 _rongjie_ST;
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            uniform float _miaobian;
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            uniform float _rongjie_;
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            struct VertexInput {
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                float4 vertex : POSITION;
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                float2 texcoord0 : TEXCOORD0;
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            };
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            struct VertexOutput {
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                V2F_SHADOW_CASTER;
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                float2 uv0 : TEXCOORD1;
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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.pos = UnityObjectToClipPos( v.vertex );
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                TRANSFER_SHADOW_CASTER(o)
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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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                float4 _rongjie_var = tex2D(_rongjie,TRANSFORM_TEX(i.uv0, _rongjie));
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                float node_3087_if_leA = step((_miaobian+_rongjie_),_rongjie_var.r);
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                float node_3087_if_leB = step(_rongjie_var.r,(_miaobian+_rongjie_));
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                float node_5252 = 0.0;
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                float node_1972 = 1.0;
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                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);
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                clip(node_3087 - 0.5);
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                SHADOW_CASTER_FRAGMENT(i)
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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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