miduo_client/Assets/ManagedResources/PublicArtRes/Shaders/xft_DissolveShaderAlphaXffe...

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Shader created with Shader Forge v1.30
// 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
Shader "Xffect/DissolveShaderAlphaXffectAdd" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("MainTex", 2D) = "white" {}
_disolvetex ("disolve tex", 2D) = "white" {}
_edgecolor ("edge color", Color) = (1,0.8068966,0,1)
_strength ("strength", Range(0, 1)) = 0
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
LOD 100
Pass {
Name "FORWARD"
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
Cull Off Lighting Off ZWrite Off
BindChannels {
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan
//#pragma target 2.0
uniform sampler2D _disolvetex; uniform float4 _disolvetex_ST;
uniform float _strength;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float4 _edgecolor;
uniform fixed4 _TintColor;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
fixed4 color : COLOR;
float2 param : TEXCOORD1;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
fixed4 color : COLOR;
float2 param : TEXCOORD1;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityObjectToClipPos(v.vertex );
o.param = v.param;
o.color = v.color;
return o;
}
float4 frag(VertexOutput i) : COLOR {
float4 _disolvetex_var = tex2D(_disolvetex,TRANSFORM_TEX(i.uv0, _disolvetex));
//float node_6778 = (((1.0 - _strength)*1.0+-0.5)+_disolvetex_var.r);
float node_6778 = (((1.0 - i.param.y)*1.0+-0.5)+_disolvetex_var.r);
clip(node_6778 - 0.5);
////// Lighting:
////// Emissive:
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 emissive = lerp(_edgecolor.rgb,_MainTex_var.rgb,step(0.53,node_6778));
float3 finalColor = emissive;
return fixed4(finalColor* i.color * _TintColor,_MainTex_var.a*_TintColor.a*i.color.a);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}