// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Shader created with Shader Forge v1.28 // 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 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Shader "Shader Forge/Examples/Vertex Animation alpha02" { Properties { _Diffuse ("Diffuse", 2D) = "white" {} _Normals ("Normals", 2D) = "black" {} _GlowColor ("Glow Color", Color) = (0.08088237,0.07181796,0.07077207,1) _BulgeScale ("Bulge Scale", Float ) = -0.1 _BulgeShape ("Bulge Shape", Float ) = 5 _GlowIntensity ("Glow Intensity", Float ) = 1.2 _alpha ("alpha", Range(0, 1)) = 0.24 _speed ("speed", Range(0.5, 3)) = 1.615385 _color ("color", Color) = (1,1,1,1) _node_2711 ("node_2711", Range(0, 1)) = 1 _node_4372 ("node_4372", 2D) = "white" {} _node_6764 ("node_6764", Range(0, 10)) = 10 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha Cull Front ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdbase #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma exclude_renderers xbox360 ps3 #pragma target 3.0 uniform float4 _TimeEditor; uniform float _BulgeScale; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform float4 _GlowColor; uniform sampler2D _Normals; uniform float4 _Normals_ST; uniform float _BulgeShape; uniform float _GlowIntensity; uniform float _alpha; uniform float _speed; uniform float4 _color; uniform float _node_2711; uniform sampler2D _node_4372; uniform float4 _node_4372_ST; uniform float _node_6764; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; float4 vertexColor : COLOR; UNITY_FOG_COORDS(7) #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD8; #endif }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.ambientOrLightmapUV.zw = 0; #elif UNITY_SHOULD_SAMPLE_SH #endif #ifdef DYNAMICLIGHTMAP_ON o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif o.normalDir = UnityObjectToWorldNormal(-v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); float4 node_8668 = _Time + _TimeEditor; float node_133 = pow((abs((frac(((o.uv0+node_8668.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient v.vertex.xyz += (node_133*_BulgeScale*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 _Normals_var = tex2D(_Normals,TRANSFORM_TEX(i.uv0, _Normals)); float4 node_8668 = _Time + _TimeEditor; float node_133 = pow((abs((frac(((i.uv0+node_8668.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient float3 normalLocal = normalize(lerp(_Normals_var.rgb,float3(1,1,1),node_133)); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: float attenuation = 1; float3 attenColor = attenuation * _LightColor0.xyz; ///////// Gloss: float gloss = 0.5; float specPow = exp2( gloss * 10.0+1.0); /////// GI Data: UnityLight light; #ifdef LIGHTMAP_OFF light.color = lightColor; light.dir = lightDirection; light.ndotl = LambertTerm (normalDirection, light.dir); #else light.color = half3(0.f, 0.f, 0.f); light.ndotl = 0.0f; light.dir = half3(0.f, 0.f, 0.f); #endif UnityGIInput d; d.light = light; d.worldPos = i.posWorld.xyz; d.worldViewDir = viewDirection; d.atten = attenuation; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) d.ambient = 0; d.lightmapUV = i.ambientOrLightmapUV; #else d.ambient = i.ambientOrLightmapUV; #endif Unity_GlossyEnvironmentData ugls_en_data; ugls_en_data.roughness = 1.0 - gloss; ugls_en_data.reflUVW = viewReflectDirection; UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); lightDirection = gi.light.dir; lightColor = gi.light.color; ////// Specular: float NdotL = max(0, dot( normalDirection, lightDirection )); float node_1319 = (1.0*_node_2711); float3 specularColor = float3(node_1319,node_1319,node_1319); float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; float3 specular = directSpecular; /////// Diffuse: NdotL = dot( normalDirection, lightDirection ); float3 w = float3(node_133,node_133,node_133)*0.5; // Light wrapping float3 NdotLWrap = NdotL * ( 1.0 - w ); float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(node_133,node_133,node_133); NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = (forwardLight+backLight) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += gi.indirect.diffuse; float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); float node_8608 = 0.1; float3 diffuseColor = lerp((_Diffuse_var.rgb*_color.rgb),float3(node_8608,node_8608,node_8608),node_133); float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; ////// Emissive: float3 emissive = (_GlowColor.rgb*node_133*_GlowIntensity); /// Final Color: float3 finalColor = diffuse + specular + emissive; float4 _node_4372_var = tex2D(_node_4372,TRANSFORM_TEX(i.uv0, _node_4372)); fixed4 finalRGBA = fixed4(finalColor,(_Diffuse_var.r*_alpha*i.vertexColor.a*((_node_6764*_node_4372_var.r)-_Diffuse_var.a))); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One Cull Front ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdadd #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma exclude_renderers xbox360 ps3 #pragma target 3.0 uniform float4 _TimeEditor; uniform float _BulgeScale; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform float4 _GlowColor; uniform sampler2D _Normals; uniform float4 _Normals_ST; uniform float _BulgeShape; uniform float _GlowIntensity; uniform float _alpha; uniform float _speed; uniform float4 _color; uniform float _node_2711; uniform sampler2D _node_4372; uniform float4 _node_4372_ST; uniform float _node_6764; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; float4 vertexColor : COLOR; LIGHTING_COORDS(7,8) UNITY_FOG_COORDS(9) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; o.normalDir = UnityObjectToWorldNormal(-v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); float4 node_5720 = _Time + _TimeEditor; float node_133 = pow((abs((frac(((o.uv0+node_5720.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient v.vertex.xyz += (node_133*_BulgeScale*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 _Normals_var = tex2D(_Normals,TRANSFORM_TEX(i.uv0, _Normals)); float4 node_5720 = _Time + _TimeEditor; float node_133 = pow((abs((frac(((i.uv0+node_5720.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient float3 normalLocal = normalize(lerp(_Normals_var.rgb,float3(1,1,1),node_133)); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; ///////// Gloss: float gloss = 0.5; float specPow = exp2( gloss * 10.0+1.0); ////// Specular: float NdotL = max(0, dot( normalDirection, lightDirection )); float node_1319 = (1.0*_node_2711); float3 specularColor = float3(node_1319,node_1319,node_1319); float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; float3 specular = directSpecular; /////// Diffuse: NdotL = dot( normalDirection, lightDirection ); float3 w = float3(node_133,node_133,node_133)*0.5; // Light wrapping float3 NdotLWrap = NdotL * ( 1.0 - w ); float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(node_133,node_133,node_133); NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = (forwardLight+backLight) * attenColor; float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); float node_8608 = 0.1; float3 diffuseColor = lerp((_Diffuse_var.rgb*_color.rgb),float3(node_8608,node_8608,node_8608),node_133); float3 diffuse = directDiffuse * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; float4 _node_4372_var = tex2D(_node_4372,TRANSFORM_TEX(i.uv0, _node_4372)); fixed4 finalRGBA = fixed4(finalColor * (_Diffuse_var.r*_alpha*i.vertexColor.a*((_node_6764*_node_4372_var.r)-_Diffuse_var.a)),0); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_SHADOWCASTER #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma exclude_renderers xbox360 ps3 #pragma target 3.0 uniform float4 _TimeEditor; uniform float _BulgeScale; uniform float _BulgeShape; uniform float _speed; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; float2 uv1 : TEXCOORD2; float2 uv2 : TEXCOORD3; float4 posWorld : TEXCOORD4; float3 normalDir : TEXCOORD5; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.normalDir = UnityObjectToWorldNormal(-v.normal); float4 node_6744 = _Time + _TimeEditor; float node_133 = pow((abs((frac(((o.uv0+node_6744.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient v.vertex.xyz += (node_133*_BulgeScale*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; SHADOW_CASTER_FRAGMENT(i) } ENDCG } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_META 1 #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #include "UnityMetaPass.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma exclude_renderers xbox360 ps3 #pragma target 3.0 uniform float4 _TimeEditor; uniform float _BulgeScale; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform float4 _GlowColor; uniform float _BulgeShape; uniform float _GlowIntensity; uniform float _speed; uniform float4 _color; uniform float _node_2711; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.normalDir = UnityObjectToWorldNormal(-v.normal); float4 node_9026 = _Time + _TimeEditor; float node_133 = pow((abs((frac(((o.uv0+node_9026.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient v.vertex.xyz += (node_133*_BulgeScale*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); return o; } float4 frag(VertexOutput i) : SV_Target { i.normalDir = normalize(i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; UnityMetaInput o; UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); float4 node_9026 = _Time + _TimeEditor; float node_133 = pow((abs((frac(((i.uv0+node_9026.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient o.Emission = (_GlowColor.rgb*node_133*_GlowIntensity); float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); float node_8608 = 0.1; float3 diffColor = lerp((_Diffuse_var.rgb*_color.rgb),float3(node_8608,node_8608,node_8608),node_133); float node_1319 = (1.0*_node_2711); float3 specColor = float3(node_1319,node_1319,node_1319); o.Albedo = diffColor + specColor * 0.125; // No gloss connected. Assume it's 0.5 return UnityMetaFragment( o ); } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }