164 lines
6.8 KiB
Plaintext
164 lines
6.8 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_UI_FightStart_H"
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{
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Properties
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{
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_TextureSample0("Texture Sample 0", 2D) = "white" {}
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_cut("cut", Range( -1 , 1)) = 0
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_a1(" a", Range( 1 , 30)) = 1
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[HDR]_Color_hdr("Color_hdr", Color) = (1,1,1,1)
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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 Off
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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uniform float4 _Color_hdr;
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uniform sampler2D _TextureSample0;
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uniform float _a1;
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uniform float _cut;
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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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//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 texCoord27 = i.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
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float2 texCoord8 = i.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
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float2 appendResult33 = (float2(( (-2.0 + (step( texCoord8.y , 0.5 ) - 0.0) * (2.0 - -2.0) / (1.0 - 0.0)) * _cut ) , 0.0));
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finalColor = ( _Color_hdr * tex2D( _TextureSample0, ( ( ( ( texCoord27 + float2( -0.5,-0.5 ) ) * _a1 ) + float2( 0.5,0.5 ) ) + appendResult33 ) ) );
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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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1;57;1155;717;1992.824;723.0566;1.940438;True;False
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Node;AmplifyShaderEditor.TextureCoordinatesNode;8;-2023.751,209.2052;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.StepOpNode;24;-1674.942,220.7622;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0.5;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TextureCoordinatesNode;27;-2220.294,-575.9271;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;7;-1331.98,373.257;Inherit;False;Property;_cut;cut;1;0;Create;True;0;0;False;0;False;0;0;-1;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TFHCRemapNode;25;-1320.734,173.7541;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-2;False;4;FLOAT;2;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;28;-2057.581,-423.8441;Inherit;False;Property;_a1; a;2;0;Create;True;0;0;False;0;False;1;4;1;30;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;29;-1922.798,-572.2646;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;-0.5,-0.5;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;30;-1699.003,-483.6496;Inherit;True;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;-1075.263,125.1046;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;31;-1424.23,-485.0786;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0.5,0.5;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.DynamicAppendNode;33;-917.6798,87.06675;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;4;-903.1899,-254.5255;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SamplerNode;1;-502.3187,-155.0717;Inherit;True;Property;_TextureSample0;Texture Sample 0;0;0;Create;True;0;0;False;0;False;-1;None;1fee434e1021f4b4489af1af5429125b;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.ColorNode;34;-496.3043,-385.2876;Inherit;False;Property;_Color_hdr;Color_hdr;3;1;[HDR];Create;True;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;35;-141.6456,-292.2793;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;76.21362,-42.67963;Float;False;True;-1;2;ASEMaterialInspector;100;1;X1_UI_FightStart_H;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;2;False;-1;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;24;0;8;2
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WireConnection;25;0;24;0
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WireConnection;29;0;27;0
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WireConnection;30;0;29;0
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WireConnection;30;1;28;0
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WireConnection;6;0;25;0
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WireConnection;6;1;7;0
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WireConnection;31;0;30;0
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WireConnection;33;0;6;0
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WireConnection;4;0;31;0
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WireConnection;4;1;33;0
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WireConnection;1;1;4;0
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WireConnection;35;0;34;0
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WireConnection;35;1;1;0
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WireConnection;0;0;35;0
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ASEEND*/
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//CHKSM=CEA1510A8EC484DBC60196ECBAD6C439768BA005 |