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

115 lines
6.6 KiB
Plaintext
Raw 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:0,spmd:1,trmd:1,grmd:0,uamb:False,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:0,nrsp:0,vomd:1,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,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:0,x:35135,y:32442,varname:node_0,prsc:2|emission-8282-OUT,alpha-2453-OUT,refract-14-OUT;n:type:ShaderForge.SFN_Multiply,id:14,x:34895,y:32726,varname:node_14,prsc:2|A-16-OUT,B-6401-A,C-4651-OUT;n:type:ShaderForge.SFN_ComponentMask,id:16,x:34702,y:32651,varname:node_16,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-25-RGB;n:type:ShaderForge.SFN_Tex2d,id:25,x:34459,y:32582,ptovrint:False,ptlb:Refraction,ptin:_Refraction,varname:_Refraction,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:a62081ff6e02478489ab84d5399e2c1b,ntxv:0,isnm:False;n:type:ShaderForge.SFN_VertexColor,id:6401,x:34458,y:32829,varname:node_6401,prsc:2;n:type:ShaderForge.SFN_Slider,id:4651,x:34397,y:33053,ptovrint:True,ptlb:Refraction Intensity,ptin:_RefractionIntensity,varname:_RefractionIntensity,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.5,max:0.5;n:type:ShaderForge.SFN_Clamp,id:5272,x:32650,y:33603,varname:node_5272,prsc:2|MIN-8142-OUT,MAX-4797-OUT;n:type:ShaderForge.SFN_ValueProperty,id:4797,x:32213,y:33674,ptovrint:False,ptlb:node_7492_copy,ptin:_node_7492_copy,varname:_node_7492_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_ValueProperty,id:8142,x:32213,y:33590,ptovrint:False,ptlb:node_547_copy,ptin:_node_547_copy,varname:_node_547_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Multiply,id:2453,x:34879,y:32932,varname:node_2453,prsc:2|A-25-RGB,B-6401-A,C-4651-OUT;n:type:ShaderForge.SFN_Multiply,id:8282,x:34699,y:32449,varname:node_8282,prsc:2|A-25-RGB,B-6401-RGB;proporder:25-4651;pass:END;sub:END;*/
Shader "Shader/Niu_qu_x" {
Properties {
_Refraction ("Refraction", 2D) = "white" {}
_RefractionIntensity ("Refraction Intensity", Range(0, 0.5)) = 0.5
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
LOD 200
GrabPass{ }
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
#pragma target 3.0
uniform sampler2D _GrabTexture;
uniform sampler2D _Refraction; uniform float4 _Refraction_ST;
uniform float _RefractionIntensity;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 vertexColor : COLOR;
float4 projPos : TEXCOORD1;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
o.pos = UnityObjectToClipPos( v.vertex );
o.projPos = ComputeScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z);
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
float4 _Refraction_var = tex2D(_Refraction,TRANSFORM_TEX(i.uv0, _Refraction));
float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (_Refraction_var.rgb.rg*i.vertexColor.a*_RefractionIntensity);
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
////// Lighting:
////// Emissive:
float3 emissive = (_Refraction_var.rgb*i.vertexColor.rgb);
float3 finalColor = emissive;
return fixed4(lerp(sceneColor.rgb, finalColor,(_Refraction_var.rgb*i.vertexColor.a*_RefractionIntensity)),1);
}
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 only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
#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"
}