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

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// Shader created with Shader Forge v1.38
// Shader Forge (c) Freya 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/Add" {
Properties {
[HDR]_Main_Color ("Main_Color", Color) = (1,1,1,1)
_Main_Tex ("Main_Tex", 2D) = "white" {}
_Mask ("Mask", 2D) = "white" {}
_Grain ("Grain", 2D) = "white" {}
[HDR]_Grain_Color ("Grain_Color", Color) = (1,1,1,1)
_Grain_U_Speed ("Grain_U_Speed", Float ) = 0
_Grain_V_Speed ("Grain_V_Speed", Float ) = 0
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha One
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#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 float4 _Main_Color;
uniform sampler2D _Main_Tex; uniform float4 _Main_Tex_ST;
uniform sampler2D _Mask; uniform float4 _Mask_ST;
uniform sampler2D _Grain; uniform float4 _Grain_ST;
uniform float4 _Grain_Color;
uniform float _Grain_U_Speed;
uniform float _Grain_V_Speed;
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 _Main_Tex_var = tex2D(_Main_Tex,TRANSFORM_TEX(i.uv0, _Main_Tex));
float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
float4 node_1689 = _Time;
float2 node_5708 = float2(((_Grain_U_Speed*node_1689.g)+i.uv0.r),(i.uv0.g+(node_1689.g*_Grain_V_Speed)));
float4 _Grain_var = tex2D(_Grain,TRANSFORM_TEX(node_5708, _Grain));
float3 emissive = (((_Main_Color.rgb*_Main_Color.a*(_Main_Tex_var.rgb*_Mask_var.rgb)*_Main_Tex_var.a)*(_Grain_Color.rgb*_Grain_Color.a*_Grain_var.rgb))*i.vertexColor.rgb*i.vertexColor.a);
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,1);
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
#define UNITY_PASS_SHADOWCASTER
#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"
}