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

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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
/*SF_DATA;ver:1.30;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:False,nrmq:0,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:0,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:True,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:True,fnsp:True,fnfb:True;n:type:ShaderForge.SFN_Final,id:4795,x:33485,y:32392,varname:node_4795,prsc:2|emission-1988-OUT;n:type:ShaderForge.SFN_Tex2d,id:6074,x:32411,y:32609,ptovrint:False,ptlb:Lin,ptin:_Lin,varname:_Lin,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:d06b9a037f1c2f346b9adcc8f8e002e4,ntxv:0,isnm:False|UVIN-6369-OUT;n:type:ShaderForge.SFN_VertexColor,id:2053,x:32594,y:33092,varname:node_2053,prsc:2;n:type:ShaderForge.SFN_Color,id:797,x:32594,y:32897,ptovrint:True,ptlb:LinColor,ptin:_TintColor,varname:_TintColor,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_TexCoord,id:4239,x:31781,y:32586,varname:node_4239,prsc:2,uv:0;n:type:ShaderForge.SFN_ValueProperty,id:3931,x:31781,y:32738,ptovrint:False,ptlb:Num,ptin:_Num,varname:_Num,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:3;n:type:ShaderForge.SFN_Multiply,id:1704,x:31942,y:32676,varname:node_1704,prsc:2|A-4239-V,B-3931-OUT;n:type:ShaderForge.SFN_Append,id:6369,x:32248,y:32609,varname:node_6369,prsc:0|A-4239-U,B-8753-OUT;n:type:ShaderForge.SFN_Time,id:7931,x:31781,y:32835,varname:node_7931,prsc:0;n:type:ShaderForge.SFN_ValueProperty,id:4085,x:31781,y:33024,ptovrint:False,ptlb:Speed,ptin:_Speed,varname:_Speed,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Multiply,id:4193,x:31942,y:32855,varname:node_4193,prsc:2|A-7931-T,B-4085-OUT;n:type:ShaderForge.SFN_Add,id:8753,x:32096,y:32802,varname:node_8753,prsc:2|A-1704-OUT,B-4193-OUT;n:type:ShaderForge.SFN_Tex2d,id:3327,x:32598,y:32414,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:81b45cd1d4534a5439d76491f0014398,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Add,id:2833,x:33162,y:32490,varname:node_2833,prsc:2|A-7695-OUT,B-3547-OUT;n:type:ShaderForge.SFN_Multiply,id:1988,x:33324,y:32490,varname:node_1988,prsc:1|A-2833-OUT,B-2053-RGB,C-2053-A;n:type:ShaderForge.SFN_Color,id:3860,x:32598,y:32209,ptovrint:False,ptlb:MainColor,ptin:_MainColor,varname:_MainColor,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:7695,x:32968,y:32444,varname:node_7695,prsc:2|A-3860-RGB,B-3327-RGB,C-3860-A,D-3327-A;n:type:ShaderForge.SFN_Multiply,id:3547,x:32968,y:32588,varname:node_3547,prsc:2|A-6074-RGB,B-6074-A,C-797-RGB,D-797-A,E-732-OUT;n:type:ShaderForge.SFN_Vector1,id:700,x:32594,y:32721,varname:node_700,prsc:0,v1:2;n:type:ShaderForge.SFN_Multiply,id:732,x:32758,y:32667,varname:node_732,prsc:2|A-3327-A,B-700-OUT,C-3327-R;proporder:797-6074-3860-3327-3931-4085;pass:END;sub:END;*/
Shader "ysj/FangdaAdd" {
Properties {
_TintColor ("LinColor", Color) = (1,1,1,1)
_Lin ("Lin", 2D) = "white" {}
_MainColor ("MainColor", Color) = (1,1,1,1)
_MainTex ("MainTex", 2D) = "white" {}
_Num ("Num", Float ) = 3
_Speed ("Speed", Float ) = 1
_Stencil("Stencil ID", Float) = 0
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
/*Stencil {
Ref[_Stencil]
Comp equal
Pass keep
}*/
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend One 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 exclude_renderers d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 2.0
uniform float4 _TimeEditor;
uniform sampler2D _Lin; uniform float4 _Lin_ST;
uniform fixed4 _TintColor;
uniform fixed _Num;
uniform fixed _Speed;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform fixed4 _MainColor;
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:
fixed4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
fixed4 node_7931 = _Time + _TimeEditor;
fixed2 node_6369 = float2(i.uv0.r,((i.uv0.g*_Num)+(node_7931.g*_Speed)));
fixed4 _Lin_var = tex2D(_Lin,TRANSFORM_TEX(node_6369, _Lin));
float3 emissive = (((_MainColor.rgb*_MainTex_var.rgb*_MainColor.a*_MainTex_var.a)+(_Lin_var.rgb*_Lin_var.a*_TintColor.rgb*_TintColor.a*(_MainTex_var.a*2.0*_MainTex_var.r)))*i.vertexColor.rgb*i.vertexColor.a);
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG_COLOR(i.fogCoord, finalRGBA, fixed4(0.5,0.5,0.5,1));
return finalRGBA;
}
ENDCG
}
}
CustomEditor "ShaderForgeMaterialInspector"
}