// 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" }