sk-client/Assets/ManagedResources/PublicArtRes/X1_Shaders/X1_hudun.shader

158 lines
6.0 KiB
Plaintext

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "X1/hudun"
{
Properties
{
_TextureSample0("Texture Sample 0", 2D) = "white" {}
[Enum(back,2,front,1,off,0)]_CullMode("CullMode", Float) = 0
[HDR]_Color("Color ", Color) = (1,1,1,1)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend SrcAlpha OneMinusSrcAlpha
AlphaToMask Off
Cull [_CullMode]
ColorMask RGBA
ZWrite Off
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Unlit"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float _CullMode;
uniform float4 _Color;
uniform sampler2D _TextureSample0;
uniform float4 _TextureSample0_ST;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.ase_texcoord1.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.zw = 0;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
float mulTime7 = _Time.y * 0.4;
float2 uv_TextureSample0 = i.ase_texcoord1.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
float4 tex2DNode2 = tex2D( _TextureSample0, uv_TextureSample0 );
float clampResult14 = clamp( ( abs( ( frac( ( mulTime7 + tex2DNode2.r ) ) + -0.5 ) ) * 2.0 ) , 0.0 , 1.0 );
finalColor = ( _Color * clampResult14 * tex2DNode2.a );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
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