170 lines
6.9 KiB
Plaintext
170 lines
6.9 KiB
Plaintext
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "X1/gradientMap/normal"
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{
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Properties
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{
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[Enum(back,2,front,1,off,0)]_CullMode("CullMode", Float) = 0
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_MainTex("MainTex", 2D) = "white" {}
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_GradientTex("GradientTex", 2D) = "white" {}
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_HDR("HDR", Range( 0 , 1)) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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LOD 100
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CGINCLUDE
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#pragma target 3.0
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ENDCG
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaToMask Off
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Cull [_CullMode]
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ColorMask RGBA
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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Pass
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{
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Name "Unlit"
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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//only defining to not throw compilation error over Unity 5.5
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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float3 worldPos : TEXCOORD0;
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#endif
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float4 ase_texcoord1 : TEXCOORD1;
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float4 ase_color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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uniform float _CullMode;
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uniform sampler2D _GradientTex;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float _HDR;
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v2f vert ( appdata v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.ase_texcoord1.xy = v.ase_texcoord.xy;
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o.ase_color = v.color;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord1.zw = 0;
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float3 vertexValue = float3(0, 0, 0);
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#if ASE_ABSOLUTE_VERTEX_POS
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vertexValue = v.vertex.xyz;
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#endif
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vertexValue = vertexValue;
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#if ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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#endif
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return o;
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}
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fixed4 frag (v2f i ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fixed4 finalColor;
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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float3 WorldPosition = i.worldPos;
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#endif
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float2 uv_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex );
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float temp_output_14_0 = ( tex2DNode1.r * tex2DNode1.a );
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float4 appendResult2 = (float4(temp_output_14_0 , 0.0 , 0.0 , 0.0));
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float4 tex2DNode3 = tex2D( _GradientTex, appendResult2.xy );
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float4 appendResult4 = (float4(tex2DNode3.r , tex2DNode3.g , tex2DNode3.b , temp_output_14_0));
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float temp_output_11_0 = (1.0 + (_HDR - 0.0) * (16.0 - 1.0) / (1.0 - 0.0));
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float4 appendResult9 = (float4(temp_output_11_0 , temp_output_11_0 , temp_output_11_0 , 1.0));
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finalColor = ( appendResult4 * i.ase_color * appendResult9 );
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return finalColor;
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}
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ENDCG
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}
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}
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18707
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-23;25;1627;800;1565.128;863.0505;1.807943;True;True
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Node;AmplifyShaderEditor.SamplerNode;1;-887.7496,-115.6487;Inherit;True;Property;_MainTex;MainTex;1;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;14;-529.369,-69.79155;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;2;-318.2938,-206.8474;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.RangedFloatNode;10;-260.5362,278.1561;Inherit;False;Property;_HDR;HDR;3;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;3;-128.3975,-300.6507;Inherit;True;Property;_GradientTex;GradientTex;2;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TFHCRemapNode;11;33.08252,273.2268;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;1;False;4;FLOAT;16;False;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;9;262.0825,257.2268;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;1;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.VertexColorNode;6;109.5922,47.88124;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.DynamicAppendNode;4;290.7862,-150.2574;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;7;478.8463,-31.20221;Inherit;False;3;3;0;FLOAT4;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.RangedFloatNode;8;-93.13567,112.3319;Inherit;False;Property;_CullMode;CullMode;0;1;[Enum];Create;True;3;back;2;front;1;off;0;0;True;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;734.2515,-29.02392;Float;False;True;-1;2;ASEMaterialInspector;100;1;X1/gradientMap/normal;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;2;5;False;-1;10;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;False;False;False;False;False;False;True;0;False;-1;True;0;True;8;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;2;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;2;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;1;True;False;;False;0
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WireConnection;14;0;1;1
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WireConnection;14;1;1;4
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WireConnection;2;0;14;0
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WireConnection;3;1;2;0
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WireConnection;11;0;10;0
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WireConnection;9;0;11;0
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WireConnection;9;1;11;0
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WireConnection;9;2;11;0
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WireConnection;4;0;3;1
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WireConnection;4;1;3;2
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WireConnection;4;2;3;3
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WireConnection;4;3;14;0
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WireConnection;7;0;4;0
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WireConnection;7;1;6;0
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WireConnection;7;2;9;0
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WireConnection;0;0;7;0
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ASEEND*/
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//CHKSM=3A7DF6B6827127F794751D9AAAF7DA29D2272B66 |