miduo_client/Assets/ManagedResources/EffectResUI/LingMaiMiJing/Shader/Add_2.shader

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "AX/Add"
{
Properties
{
_Main_Tex("Main_Tex", 2D) = "white" {}
[HDR]_Color("Color", Color) = (1,1,1,1)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend One One
Cull Off
ColorMask RGBA
ZWrite Off
ZTest LEqual
Pass
{
Name "Unlit"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 ase_texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
};
uniform half4 _Color;
uniform sampler2D _Main_Tex;
uniform float4 _Main_Tex_ST;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.ase_texcoord.xy = v.ase_texcoord.xy;
o.ase_color = v.color;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.zw = 0;
float3 vertexValue = float3(0,0,0) ;
v.vertex.xyz += vertexValue;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
float2 uv_Main_Tex = i.ase_texcoord.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
float4 tex2DNode1 = tex2D( _Main_Tex, uv_Main_Tex );
finalColor = ( _Color * tex2DNode1 * i.ase_color * tex2DNode1.a * _Color.a * i.ase_color.a );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=16900
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Node;AmplifyShaderEditor.ColorNode;2;-32.5,-227;Half;False;Property;_Color;Color;1;1;[HDR];Create;True;0;0;False;0;1,1,1,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.VertexColorNode;3;-3.5,132;Float;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;1;-119.5,-59;Float;True;Property;_Main_Tex;Main_Tex;0;0;Create;True;0;0;False;0;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;4;314.5,-80;Float;False;6;6;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;466,-81;Half;False;True;2;Half;ASEMaterialInspector;0;1;AX/Add;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;4;1;False;-1;1;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;True;False;True;2;False;-1;True;True;True;True;True;0;False;-1;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;3;False;-1;True;False;0;False;-1;0;False;-1;True;2;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;2;0;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;0;0;1;True;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT3;0,0,0;False;0
WireConnection;4;0;2;0
WireConnection;4;1;1;0
WireConnection;4;2;3;0
WireConnection;4;3;1;4
WireConnection;4;4;2;4
WireConnection;4;5;3;4
WireConnection;0;0;4;0
ASEEND*/
//CHKSM=09A1BD4D7CE83B719DDBE5680A62C2140C5A195A