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tangbin
2025-06-14 13:46:24 +08:00
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// 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: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:4013,x:32719,y:32712,varname:node_4013,prsc:2|diff-8031-OUT,emission-747-OUT,alpha-1624-OUT,clip-2902-OUT;n:type:ShaderForge.SFN_Tex2d,id:8753,x:32119,y:32536,ptovrint:False,ptlb:Texture,ptin:_Texture,varname:node_8753,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:a5bc3a675049c4941bcbfd66b39a675e,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:9325,x:31477,y:32697,ptovrint:False,ptlb:RongJie,ptin:_RongJie,varname:node_9325,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:a62081ff6e02478489ab84d5399e2c1b,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Divide,id:2902,x:32402,y:33060,varname:node_2902,prsc:2|A-9325-B,B-7140-OUT;n:type:ShaderForge.SFN_Color,id:611,x:31942,y:32739,ptovrint:False,ptlb:texrure_color,ptin:_texrure_color,varname:node_611,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:747,x:32430,y:32537,varname:node_747,prsc:2|A-8753-RGB,B-611-RGB,C-8753-A;n:type:ShaderForge.SFN_Fresnel,id:2609,x:31842,y:32315,varname:node_2609,prsc:2|NRM-505-OUT,EXP-7998-OUT;n:type:ShaderForge.SFN_NormalVector,id:505,x:31308,y:32245,prsc:2,pt:False;n:type:ShaderForge.SFN_Slider,id:7998,x:31204,y:32465,ptovrint:False,ptlb:fanwei,ptin:_fanwei,varname:node_7998,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:2.312539,max:10;n:type:ShaderForge.SFN_Color,id:6536,x:31775,y:32182,ptovrint:False,ptlb:glow_color,ptin:_glow_color,varname:node_6536,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:2535,x:32092,y:32256,varname:node_2535,prsc:2|A-2609-OUT,B-6536-RGB,C-1911-OUT;n:type:ShaderForge.SFN_Slider,id:1911,x:31704,y:32503,ptovrint:False,ptlb:liangdu,ptin:_liangdu,varname:node_1911,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.9401709,max:5;n:type:ShaderForge.SFN_Color,id:2684,x:32129,y:32385,ptovrint:False,ptlb:texrure_color2,ptin:_texrure_color2,varname:node_2684,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:1142,x:32370,y:32333,varname:node_1142,prsc:2|A-8753-RGB,B-2684-RGB;n:type:ShaderForge.SFN_Add,id:8031,x:32539,y:32229,varname:node_8031,prsc:2|A-2535-OUT,B-1142-OUT;n:type:ShaderForge.SFN_Multiply,id:1624,x:32395,y:32692,varname:node_1624,prsc:2|A-8753-A,B-4633-OUT;n:type:ShaderForge.SFN_Slider,id:4633,x:32067,y:32919,ptovrint:False,ptlb:opacity,ptin:_opacity,varname:node_4633,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_VertexColor,id:3537,x:31050,y:32736,varname:node_3537,prsc:2;n:type:ShaderForge.SFN_Slider,id:1178,x:31380,y:33140,ptovrint:False,ptlb:qiangdu,ptin:_qiangdu,varname:node_1178,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:1,cur:1,max:3;n:type:ShaderForge.SFN_Multiply,id:7140,x:31817,y:33067,varname:node_7140,prsc:2|A-3537-A,B-1178-OUT;proporder:8753-9325-611-7998-6536-1911-2684-4633-1178;pass:END;sub:END;*/
Shader "Shader/Rong_jie_alpha" {
Properties {
_Texture ("Texture", 2D) = "white" {}
_RongJie ("RongJie", 2D) = "white" {}
_texrure_color ("texrure_color", Color) = (1,1,1,1)
_fanwei ("fanwei", Range(0, 10)) = 2.312539
_glow_color ("glow_color", Color) = (1,1,1,1)
_liangdu ("liangdu", Range(0, 5)) = 0.9401709
_texrure_color2 ("texrure_color2", Color) = (1,1,1,1)
_opacity ("opacity", Range(0, 1)) = 1
_qiangdu ("qiangdu", Range(1, 10)) = 1
[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 only_renderers d3d9 d3d11 glcore gles gles3 metal
#pragma target 3.0
uniform float4 _LightColor0;
uniform sampler2D _Texture; uniform float4 _Texture_ST;
uniform sampler2D _RongJie; uniform float4 _RongJie_ST;
uniform float4 _texrure_color;
uniform float _fanwei;
uniform float4 _glow_color;
uniform float _liangdu;
uniform float4 _texrure_color2;
uniform float _opacity;
uniform float _qiangdu;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float4 _RongJie_var = tex2D(_RongJie,TRANSFORM_TEX(i.uv0, _RongJie));
clip((_RongJie_var.b/(i.vertexColor.a*_qiangdu)) - 0.5);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = 1;
float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
float4 _Texture_var = tex2D(_Texture,TRANSFORM_TEX(i.uv0, _Texture));
float3 diffuseColor = ((pow(1.0-max(0,dot(i.normalDir, viewDirection)),_fanwei)*_glow_color.rgb*_liangdu)+(_Texture_var.rgb*_texrure_color2.rgb));
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
float3 emissive = (_Texture_var.rgb*_texrure_color.rgb*_Texture_var.a);
/// Final Color:
float3 finalColor = diffuse + emissive;
return fixed4(finalColor,(_Texture_var.a*_opacity));
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdadd
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
#pragma target 3.0
uniform float4 _LightColor0;
uniform sampler2D _Texture; uniform float4 _Texture_ST;
uniform sampler2D _RongJie; uniform float4 _RongJie_ST;
uniform float4 _texrure_color;
uniform float _fanwei;
uniform float4 _glow_color;
uniform float _liangdu;
uniform float4 _texrure_color2;
uniform float _opacity;
uniform float _qiangdu;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float4 vertexColor : COLOR;
LIGHTING_COORDS(3,4)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float4 _RongJie_var = tex2D(_RongJie,TRANSFORM_TEX(i.uv0, _RongJie));
clip((_RongJie_var.b/(i.vertexColor.a*_qiangdu)) - 0.5);
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float4 _Texture_var = tex2D(_Texture,TRANSFORM_TEX(i.uv0, _Texture));
float3 diffuseColor = ((pow(1.0-max(0,dot(i.normalDir, viewDirection)),_fanwei)*_glow_color.rgb*_liangdu)+(_Texture_var.rgb*_texrure_color2.rgb));
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse;
return fixed4(finalColor * (_Texture_var.a*_opacity),0);
}
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
#pragma target 3.0
uniform sampler2D _RongJie; uniform float4 _RongJie_ST;
uniform float _qiangdu;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
float2 uv0 : TEXCOORD1;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
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 );
float4 _RongJie_var = tex2D(_RongJie,TRANSFORM_TEX(i.uv0, _RongJie));
clip((_RongJie_var.b/(i.vertexColor.a*_qiangdu)) - 0.5);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}