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113 lines
5.7 KiB
113 lines
5.7 KiB
4 years ago
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// Shader created with Shader Forge v1.37
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*SF_DATA;ver:1.37;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:9361,x:31989,y:32686,varname:node_9361,prsc:2|custl-8172-OUT,alpha-3723-OUT;n:type:ShaderForge.SFN_Tex2d,id:7223,x:31213,y:32536,ptovrint:False,ptlb:node_7223,ptin:_node_7223,varname:node_7223,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:3723,x:31658,y:32915,varname:node_3723,prsc:2|A-7223-A,B-4948-A;n:type:ShaderForge.SFN_Color,id:770,x:31142,y:32908,ptovrint:False,ptlb:node_770,ptin:_node_770,varname:node_770,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Multiply,id:8172,x:31779,y:32724,varname:node_8172,prsc:2|A-7223-RGB,B-770-RGB,C-2799-OUT,D-4948-RGB;n:type:ShaderForge.SFN_ValueProperty,id:2799,x:31343,y:33048,ptovrint:False,ptlb:node_2799,ptin:_node_2799,varname:node_2799,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:2;n:type:ShaderForge.SFN_VertexColor,id:4948,x:31214,y:32698,varname:node_4948,prsc:2;proporder:7223-770-2799;pass:END;sub:END;*/
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Shader "Shader Forge/lizi" {
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Properties {
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_node_7223 ("node_7223", 2D) = "white" {}
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[HDR]_node_770 ("node_770", Color) = (0.5,0.5,0.5,1)
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_node_2799 ("node_2799", Float ) = 2
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#include "UnityCG.cginc"
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles
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#pragma target 3.0
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uniform sampler2D _node_7223; uniform float4 _node_7223_ST;
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uniform float4 _node_770;
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uniform float _node_2799;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 texcoord0 : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 vertexColor : COLOR;
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UNITY_FOG_COORDS(1)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.vertexColor = v.vertexColor;
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o.pos = UnityObjectToClipPos( v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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////// Lighting:
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float4 _node_7223_var = tex2D(_node_7223,TRANSFORM_TEX(i.uv0, _node_7223));
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float3 finalColor = (_node_7223_var.rgb*_node_770.rgb*_node_2799*i.vertexColor.rgb);
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fixed4 finalRGBA = fixed4(finalColor,(_node_7223_var.a*i.vertexColor.a));
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
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return finalRGBA;
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}
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ENDCG
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}
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Pass {
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Name "ShadowCaster"
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Tags {
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"LightMode"="ShadowCaster"
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}
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Offset 1, 1
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_SHADOWCASTER
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles
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#pragma target 3.0
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struct VertexInput {
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float4 vertex : POSITION;
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};
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struct VertexOutput {
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V2F_SHADOW_CASTER;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.pos = UnityObjectToClipPos( v.vertex );
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TRANSFER_SHADOW_CASTER(o)
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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CustomEditor "ShaderForgeMaterialInspector"
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}
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