Files
HX_MapEditor/Assets/Effect/Shader/Uv.shader

121 lines
7.3 KiB
Plaintext
Raw Permalink Normal View History

2025-06-14 13:46:24 +08:00
// Shader created with Shader Forge v1.38
// 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
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:1,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,atwp: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:4013,x:33007,y:32678,varname:node_4013,prsc:2|emission-8522-OUT,alpha-9665-OUT;n:type:ShaderForge.SFN_Append,id:3992,x:32315,y:33161,varname:node_3992,prsc:2|A-5089-OUT,B-732-OUT;n:type:ShaderForge.SFN_Multiply,id:4464,x:32558,y:33097,varname:node_4464,prsc:2|A-8475-OUT,B-3992-OUT;n:type:ShaderForge.SFN_TexCoord,id:7020,x:32558,y:32896,varname:node_7020,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Add,id:9244,x:32717,y:32961,varname:node_9244,prsc:2|A-7020-UVOUT,B-4464-OUT;n:type:ShaderForge.SFN_Tex2d,id:2306,x:32466,y:32672,ptovrint:False,ptlb:node_2306,ptin:_node_2306,varname:node_2306,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:4adfe19f00720c748a9fe05744dc318d,ntxv:0,isnm:False|UVIN-9244-OUT;n:type:ShaderForge.SFN_Slider,id:5089,x:31911,y:33184,ptovrint:False,ptlb:speed_U,ptin:_speed_U,varname:node_5089,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-2,cur:0,max:2;n:type:ShaderForge.SFN_Slider,id:732,x:31927,y:33337,ptovrint:False,ptlb:speed_V,ptin:_speed_V,varname:_speed_U_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-2,cur:0,max:2;n:type:ShaderForge.SFN_Color,id:9165,x:32246,y:32408,ptovrint:False,ptlb:node_9165,ptin:_node_9165,varname:node_9165,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:8522,x:32791,y:32625,varname:node_8522,prsc:2|A-2306-RGB,B-9165-RGB;n:type:ShaderForge.SFN_Multiply,id:9665,x:32774,y:32759,varname:node_9665,prsc:2|A-9165-A,B-2306-A,C-630-A;n:type:ShaderForge.SFN_Multiply,id:578,x:32518,y:32495,varname:node_578,prsc:2|A-9165-A,B-2278-OUT;n:type:ShaderForge.SFN_Vector1,id:2278,x:32071,y:32733,varname:node_2278,prsc:2,v1:1;n:type:ShaderForge.SFN_Time,id:8827,x:31821,y:32804,varname:node_8827,prsc:2;n:type:ShaderForge.SFN_Multiply,id:8475,x:32160,y:32918,varname:node_8475,prsc:2|A-8827-T,B-4533-OUT;n:type:ShaderForge.SFN_Slider,id:4533,x:31652,y:32999,ptovrint:False,ptlb:speed_Time,ptin:_speed_Time,varname:node_4533,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.7291719,max:5;n:type:ShaderForge.SFN_VertexColor,id:630,x:31880,y:32604,varname:node_630,prsc:2;proporder:2306-5089-732-9165-4533;pass:END;sub:END;*/
Shader "Shader/Uv" {
Properties {
_node_2306 ("node_2306", 2D) = "white" {}
_speed_U ("speed_U", Range(-2, 2)) = 0
_speed_V ("speed_V", Range(-2, 2)) = 0
_node_9165 ("node_9165", Color) = (1,1,1,1)
_speed_Time ("speed_Time", Range(0, 5)) = 0.7291719
[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 Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
#pragma target 3.0
uniform sampler2D _node_2306; uniform float4 _node_2306_ST;
uniform float _speed_U;
uniform float _speed_V;
uniform float4 _node_9165;
uniform float _speed_Time;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 vertexColor : COLOR;
UNITY_FOG_COORDS(1)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
////// Lighting:
////// Emissive:
float4 node_8827 = _Time;
float2 node_9244 = (i.uv0+((node_8827.g*_speed_Time)*float2(_speed_U,_speed_V)));
float4 _node_2306_var = tex2D(_node_2306,TRANSFORM_TEX(node_9244, _node_2306));
float3 emissive = (_node_2306_var.rgb*_node_9165.rgb);
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,(_node_9165.a*_node_2306_var.a*i.vertexColor.a));
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_SHADOWCASTER
#include "UnityCG.cginc"
#include "Lighting.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
#pragma target 3.0
struct VertexInput {
float4 vertex : POSITION;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.pos = UnityObjectToClipPos( v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}