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

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Shader created with Shader Forge v1.35
// 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
/*SF_DATA;ver:1.35;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,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:7,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,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:4013,x:34057,y:32657,varname:node_4013,prsc:2|emission-3679-OUT,alpha-7758-OUT;n:type:ShaderForge.SFN_If,id:3138,x:32548,y:32856,varname:node_3138,prsc:2|A-5394-OUT,B-6136-R,GT-3222-OUT,EQ-5947-OUT,LT-5947-OUT;n:type:ShaderForge.SFN_If,id:5910,x:32548,y:33000,varname:node_5910,prsc:2|A-5168-A,B-6136-R,GT-3222-OUT,EQ-5947-OUT,LT-5947-OUT;n:type:ShaderForge.SFN_Vector1,id:3222,x:32325,y:32947,varname:node_3222,prsc:2,v1:1;n:type:ShaderForge.SFN_Vector1,id:5947,x:32332,y:33043,varname:node_5947,prsc:2,v1:0;n:type:ShaderForge.SFN_Subtract,id:4014,x:32746,y:32898,varname:node_4014,prsc:2|A-3138-OUT,B-5910-OUT;n:type:ShaderForge.SFN_VertexColor,id:5168,x:32129,y:32689,varname:node_5168,prsc:2;n:type:ShaderForge.SFN_Add,id:5394,x:32548,y:32725,varname:node_5394,prsc:2|A-7415-OUT,B-5168-A;n:type:ShaderForge.SFN_ValueProperty,id:7415,x:32548,y:32666,ptovrint:False,ptlb:BianHouDu,ptin:_BianHouDu,varname:node_7415,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.1;n:type:ShaderForge.SFN_Tex2d,id:6136,x:32102,y:32909,ptovrint:False,ptlb:RongJieWenLi,ptin:_RongJieWenLi,varname:node_6136,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:5341,x:33062,y:32964,varname:node_5341,prsc:2|A-3065-A,B-4014-OUT;n:type:ShaderForge.SFN_Tex2d,id:3065,x:33039,y:32711,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_3065,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:1827,x:33261,y:32974,varname:node_1827,prsc:2|A-5341-OUT,B-3126-RGB;n:type:ShaderForge.SFN_Color,id:3126,x:33062,y:33145,ptovrint:False,ptlb:BianYanSe,ptin:_BianYanSe,varname:node_3126,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.8823529,c2:0.3892734,c3:0.3892734,c4:1;n:type:ShaderForge.SFN_Add,id:3679,x:33548,y:32815,varname:node_3679,prsc:2|A-2388-OUT,B-106-OUT;n:type:ShaderForge.SFN_Multiply,id:106,x:33478,y:33005,varname:node_106,prsc:2|A-1827-OUT,B-6487-OUT;n:type:ShaderForge.SFN_ValueProperty,id:6487,x:33317,y:33213,ptovrint:False,ptlb:BianLiangDu,ptin:_BianLiangDu,varname:node_6487,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Multiply,id:3607,x:33248,y:32518,varname:node_3607,prsc:2|A-3065-RGB,B-591-OUT;n:type:ShaderForge.SFN_ValueProperty,id:591,x:33229,y:32694,ptovrint:False,ptlb:MainTex_LiangDu,ptin:_MainTex_LiangDu,varname:node_591,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Multiply,id:2388,x:33591,y:32545,varname:node_2388,prsc:2|A-9140-RGB,B-3607-OUT;n:type:ShaderForge.SFN_Color,id:9140,x:33487,y:32286,ptovrint:False,ptlb:MainTex_YanSe,ptin:_MainTex_YanSe,varname:node_9140,prsc:2,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_Multiply,id:7758,x:33782,y:32944,varname:node_7758,prsc:2|A-3065-A,B-3138-OUT;proporder:7415-6136-3065-3126-6487-591-9140;pass:END;sub:END;*/
Shader "Shader Forge/YOYO/RongJie_Alpha" {
Properties {
_BianHouDu ("BianHouDu", Float ) = 0.1
_RongJieWenLi ("RongJieWenLi", 2D) = "white" {}
_MainTex ("MainTex", 2D) = "white" {}
_BianYanSe ("BianYanSe", Color) = (0.8823529,0.3892734,0.3892734,1)
_BianLiangDu ("BianLiangDu", Float ) = 1
_MainTex_LiangDu ("MainTex_LiangDu", Float ) = 1
_MainTex_YanSe ("MainTex_YanSe", Color) = (0.5,0.5,0.5,1)
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#ifndef UNITY_PASS_FORWARDBASE
#define UNITY_PASS_FORWARDBASE
#endif
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan
#pragma target 3.0
uniform float _BianHouDu;
uniform sampler2D _RongJieWenLi; uniform float4 _RongJieWenLi_ST;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float4 _BianYanSe;
uniform float _BianLiangDu;
uniform float _MainTex_LiangDu;
uniform float4 _MainTex_YanSe;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 vertexColor : COLOR;
UNITY_FOG_COORDS(1)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
////// Lighting:
////// Emissive:
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float4 _RongJieWenLi_var = tex2D(_RongJieWenLi,TRANSFORM_TEX(i.uv0, _RongJieWenLi));
float node_3138_if_leA = step((_BianHouDu+i.vertexColor.a),_RongJieWenLi_var.r);
float node_3138_if_leB = step(_RongJieWenLi_var.r,(_BianHouDu+i.vertexColor.a));
float node_5947 = 0.0;
float node_3222 = 1.0;
float node_3138 = lerp((node_3138_if_leA*node_5947)+(node_3138_if_leB*node_3222),node_5947,node_3138_if_leA*node_3138_if_leB);
float node_5910_if_leA = step(i.vertexColor.a,_RongJieWenLi_var.r);
float node_5910_if_leB = step(_RongJieWenLi_var.r,i.vertexColor.a);
float3 emissive = ((_MainTex_YanSe.rgb*(_MainTex_var.rgb*_MainTex_LiangDu))+(((_MainTex_var.a*(node_3138-lerp((node_5910_if_leA*node_5947)+(node_5910_if_leB*node_3222),node_5947,node_5910_if_leA*node_5910_if_leB)))*_BianYanSe.rgb)*_BianLiangDu));
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,(_MainTex_var.a*node_3138));
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#ifndef UNITY_PASS_SHADOWCASTER
#define UNITY_PASS_SHADOWCASTER
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan
#pragma target 3.0
struct VertexInput {
float4 vertex : POSITION;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.pos = UnityObjectToClipPos(v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}