95 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			95 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Plaintext
		
	
// Shader created with Shader Forge v1.38 
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// Shader Forge (c) Freya 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:0,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:True,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:True,rfrpn:Refraction,coma:15,ufog:False,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:True,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:3138,x:33778,y:32542,varname:node_3138,prsc:2|emission-306-OUT,alpha-5498-OUT;n:type:ShaderForge.SFN_ValueProperty,id:6163,x:32246,y:32662,ptovrint:False,ptlb:U_Speed,ptin:_U_Speed,varname:_U_Speed,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.1;n:type:ShaderForge.SFN_ValueProperty,id:3026,x:32246,y:32973,ptovrint:False,ptlb:V_Speed,ptin:_V_Speed,varname:_V_Speed,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.1;n:type:ShaderForge.SFN_Tex2d,id:8152,x:33143,y:32738,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:False|UVIN-5403-OUT;n:type:ShaderForge.SFN_Time,id:1605,x:32246,y:32782,varname:node_1605,prsc:2;n:type:ShaderForge.SFN_Append,id:4111,x:32780,y:32838,varname:node_4111,prsc:1|A-3952-OUT,B-7715-OUT;n:type:ShaderForge.SFN_Multiply,id:6045,x:32429,y:32662,varname:node_6045,prsc:2|A-6163-OUT,B-1605-T;n:type:ShaderForge.SFN_Multiply,id:1990,x:32429,y:32954,varname:node_1990,prsc:2|A-1605-T,B-3026-OUT;n:type:ShaderForge.SFN_Color,id:5717,x:33143,y:32525,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:0,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:306,x:33380,y:32617,varname:node_306,prsc:2|A-5717-RGB,B-8152-RGB,C-7539-RGB;n:type:ShaderForge.SFN_TexCoord,id:3363,x:31884,y:33090,varname:node_3363,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Add,id:7715,x:32596,y:32882,varname:node_7715,prsc:2|A-1606-G,B-1990-OUT;n:type:ShaderForge.SFN_Add,id:3952,x:32596,y:32726,varname:node_3952,prsc:2|A-6045-OUT,B-1606-R;n:type:ShaderForge.SFN_VertexColor,id:7539,x:33143,y:32940,varname:node_7539,prsc:2;n:type:ShaderForge.SFN_SwitchProperty,id:3529,x:33380,y:32827,ptovrint:False,ptlb:Main_Tex_R/A,ptin:_Main_Tex_RA,varname:_Main_Tex_RA,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-8152-A,B-8152-R;n:type:ShaderForge.SFN_Multiply,id:5498,x:33601,y:32805,varname:node_5498,prsc:2|A-5717-A,B-3529-OUT,C-7539-A,D-3493-OUT;n:type:ShaderForge.SFN_Tex2d,id:7800,x:33143,y:33089,ptovrint:False,ptlb:Mask,ptin:_Mask,varname:_Mask,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_SwitchProperty,id:3493,x:33377,y:33126,ptovrint:False,ptlb:Msak_R/A,ptin:_Msak_RA,varname:_Msak_RA,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-7800-R,B-7800-A;n:type:ShaderForge.SFN_Rotator,id:4453,x:32062,y:33090,varname:node_4453,prsc:0|UVIN-3363-UVOUT,ANG-8276-OUT;n:type:ShaderForge.SFN_Multiply,id:8276,x:31884,y:33254,varname:node_8276,prsc:2|A-6874-OUT,B-4023-OUT;n:type:ShaderForge.SFN_Pi,id:4023,x:31751,y:33301,varname:node_4023,prsc:2;n:type:ShaderForge.SFN_ValueProperty,id:6874,x:31718,y:33194,ptovrint:False,ptlb:Rotator,ptin:_Rotator,varname:_Rotator,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ComponentMask,id:1606,x:32246,y:33090,varname:node_1606,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-4453-UVOUT;n:type:ShaderForge.SFN_TexCoord,id:3546,x:32596,y:32552,varname:node_3546,prsc:2,uv:1,uaff:True;n:type:ShaderForge.SFN_Append,id:9201,x:32780,y:32681,varname:node_9201,prsc:2|A-3546-Z,B-3546-W;n:type:ShaderForge.SFN_Add,id:5403,x:32962,y:32738,varname:node_5403,prsc:2|A-9201-OUT,B-4111-OUT;proporder:6163-3026-8152-3529-5717-7800-3493-6874;pass:END;sub:END;*/
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Shader "MagesBox/UVPanner_Alpha" {
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    Properties {
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        _U_Speed ("U_Speed", Float ) = 0.1
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        _V_Speed ("V_Speed", Float ) = 0.1
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        _MainTex ("MainTex", 2D) = "bump" {}
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        [MaterialToggle] _Main_Tex_RA ("Main_Tex_R/A", Float ) = 0
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        [HDR]_Color ("Color", Color) = (1,1,1,1)
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        _Mask ("Mask", 2D) = "white" {}
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        [MaterialToggle] _Msak_RA ("Msak_R/A", Float ) = 0
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        _Rotator ("Rotator", 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 OneMinusSrcAlpha
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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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            #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 
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            #pragma target 3.0
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            uniform fixed _U_Speed;
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            uniform fixed _V_Speed;
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            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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            uniform fixed4 _Color;
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            uniform fixed _Main_Tex_RA;
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            uniform sampler2D _Mask; uniform float4 _Mask_ST;
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            uniform fixed _Msak_RA;
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            uniform fixed _Rotator;
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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 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 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.uv1 = v.texcoord1;
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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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                float4 node_1605 = _Time;
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                float node_4453_ang = (_Rotator*3.141592654);
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                float node_4453_spd = 1.0;
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                float node_4453_cos = cos(node_4453_spd*node_4453_ang);
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                float node_4453_sin = sin(node_4453_spd*node_4453_ang);
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                float2 node_4453_piv = float2(0.5,0.5);
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                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);
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                float2 node_1606 = node_4453.rg;
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                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))));
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                fixed4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_5403, _MainTex));
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                float3 emissive = (_Color.rgb*_MainTex_var.rgb*i.vertexColor.rgb);
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                float3 finalColor = emissive;
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                fixed4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
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                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 )));
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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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