158 lines
6.0 KiB
Plaintext
158 lines
6.0 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/hudun"
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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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[Enum(back,2,front,1,off,0)]_CullMode("CullMode", Float) = 0
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[HDR]_Color("Color ", Color) = (1,1,1,1)
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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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#include "UnityShaderVariables.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 float _CullMode;
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uniform float4 _Color;
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uniform sampler2D _TextureSample0;
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uniform float4 _TextureSample0_ST;
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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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float mulTime7 = _Time.y * 0.4;
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float2 uv_TextureSample0 = i.ase_texcoord1.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
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float4 tex2DNode2 = tex2D( _TextureSample0, uv_TextureSample0 );
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float clampResult14 = clamp( ( abs( ( frac( ( mulTime7 + tex2DNode2.r ) ) + -0.5 ) ) * 2.0 ) , 0.0 , 1.0 );
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finalColor = ( _Color * clampResult14 * tex2DNode2.a );
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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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-27;15;1318;282;1960.783;510.7209;2.1016;True;True
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Node;AmplifyShaderEditor.SamplerNode;2;-1117.829,-233.7714;Inherit;True;Property;_TextureSample0;Texture Sample 0;0;0;Create;True;0;0;False;0;False;-1;None;603fc5760b0debb4bab8219ded7e34e4;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.SimpleTimeNode;7;-1008.05,-26.45021;Inherit;False;1;0;FLOAT;0.4;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;6;-767.4572,-176.9558;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;-0.5;False;1;FLOAT;0
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Node;AmplifyShaderEditor.FractNode;8;-621.1146,-177.5314;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;9;-485.0603,-125.4538;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;-0.5;False;1;FLOAT;0
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Node;AmplifyShaderEditor.AbsOpNode;10;-353.0603,-130.291;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-178.6602,-109.291;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;2;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;4;-162.981,-404.0862;Inherit;False;Property;_Color;Color ;2;1;[HDR];Create;True;0;0;False;0;False;1,1,1,1;0.8686228,1.698959,4.976974,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ClampOpNode;14;67.41523,-136.6682;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;12;269.4901,-336.6982;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;13;-971.5786,65.75101;Inherit;False;Property;_CullMode;CullMode;1;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;1;639.2477,-324.7296;Float;False;True;-1;2;ASEMaterialInspector;100;1;X1/hudun;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;True;13;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;6;0;7;0
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WireConnection;6;1;2;1
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WireConnection;8;0;6;0
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WireConnection;9;0;8;0
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WireConnection;10;0;9;0
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WireConnection;11;0;10;0
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WireConnection;14;0;11;0
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WireConnection;12;0;4;0
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WireConnection;12;1;14;0
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WireConnection;12;2;2;4
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WireConnection;1;0;12;0
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ASEEND*/
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//CHKSM=9E89478535152246ACF6C9488324317ECE7BD595 |