93 lines
3.3 KiB
Plaintext
93 lines
3.3 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Shader created with Shader Forge v1.30
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// Shader Forge (c) Neat Corporation / Joachim 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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Shader "Xffect/DissolveShaderAlphaXffectAdd" {
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Properties {
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("MainTex", 2D) = "white" {}
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_disolvetex ("disolve tex", 2D) = "white" {}
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_edgecolor ("edge color", Color) = (1,0.8068966,0,1)
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_strength ("strength", Range(0, 1)) = 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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LOD 100
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Pass {
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Name "FORWARD"
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha One
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Cull Off Lighting Off ZWrite Off
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BindChannels {
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Bind "Color", color
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Bind "Vertex", vertex
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Bind "TexCoord", texcoord
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}
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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 vulkan
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//#pragma target 2.0
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uniform sampler2D _disolvetex; uniform float4 _disolvetex_ST;
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uniform float _strength;
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform float4 _edgecolor;
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uniform fixed4 _TintColor;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 texcoord0 : TEXCOORD0;
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fixed4 color : COLOR;
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float2 param : TEXCOORD1;
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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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fixed4 color : COLOR;
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float2 param : TEXCOORD1;
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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.pos = UnityObjectToClipPos(v.vertex );
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o.param = v.param;
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o.color = v.color;
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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float4 _disolvetex_var = tex2D(_disolvetex,TRANSFORM_TEX(i.uv0, _disolvetex));
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//float node_6778 = (((1.0 - _strength)*1.0+-0.5)+_disolvetex_var.r);
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float node_6778 = (((1.0 - i.param.y)*1.0+-0.5)+_disolvetex_var.r);
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clip(node_6778 - 0.5);
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////// Lighting:
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////// Emissive:
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
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float3 emissive = lerp(_edgecolor.rgb,_MainTex_var.rgb,step(0.53,node_6778));
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float3 finalColor = emissive;
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return fixed4(finalColor* i.color * _TintColor,_MainTex_var.a*_TintColor.a*i.color.a);
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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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