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112 lines
5.7 KiB
112 lines
5.7 KiB
// 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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