miduo_client/Assets/ManagedResources/PublicArtRes/Shaders/Glass.shader

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// Shader created with Shader Forge v1.38
// Shader Forge (c) Neat Corporation / Joachim 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/Glass" {
Properties {
_Intensity ("Intensity", Range(0, 1)) = 0.1257481
_Main_Texture ("Main_Texture", 2D) = "white" {}
_U_Speed ("U_Speed", Float ) = 0
_V_Speed ("V_Speed", Float ) = 0
_Mask ("Mask", 2D) = "white" {}
[MaterialToggle] _Mask_RA ("Mask_R/A", Float ) = 0
_ ("遮罩透明剪切", Float ) = 0
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
GrabPass{ }
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan
#pragma target 3.0
uniform sampler2D _GrabTexture;
uniform sampler2D _Main_Texture; uniform float4 _Main_Texture_ST;
uniform half _Intensity;
uniform half _U_Speed;
uniform half _V_Speed;
uniform sampler2D _Mask; uniform float4 _Mask_ST;
uniform fixed _Mask_RA;
uniform float _;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 vertexColor : COLOR;
float4 projPos : TEXCOORD1;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
o.pos = UnityObjectToClipPos( v.vertex );
o.projPos = ComputeGrabScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z);
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
float4 node_5194 = _Time;
half2 node_7801 = float2(((_U_Speed*node_5194.g)+i.uv0.r),(i.uv0.g+(node_5194.g*_V_Speed)));
half4 _Main_Texture_var = tex2D(_Main_Texture,TRANSFORM_TEX(node_7801, _Main_Texture));
half4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
float2 sceneUVs = (i.projPos.xy / i.projPos.w) + ((float2(_Main_Texture_var.r,_Main_Texture_var.g)-0.5)*lerp( _Mask_var.r, _Mask_var.a, _Mask_RA )*i.vertexColor.a*_Intensity);
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
clip((_Mask_var.r*_) - 0.5);
////// Lighting:
float3 finalColor = 0;
return fixed4(lerp(sceneColor.rgb, finalColor,0.0),1);
}
ENDCG
}
}
CustomEditor "ShaderForgeMaterialInspector"
}