EerieVillage/Assets/GameVFX Collection(URP)/FX_UI_Waterball/Shader/water_add.shader

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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: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:0,bsrc:0,bdst:0,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:True,fgod:False,fgor:False,fgmd:0,fgcr:0,fgcg:0,fgcb:0,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:True,fnfb:True,fsmp:False;n:type:ShaderForge.SFN_Final,id:4795,x:32862,y:32703,varname:node_4795,prsc:2|emission-6543-OUT;n:type:ShaderForge.SFN_Tex2d,id:6074,x:32235,y:32601,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-7585-OUT;n:type:ShaderForge.SFN_Multiply,id:2393,x:32495,y:32793,varname:node_2393,prsc:2|A-6074-RGB,B-2053-RGB,C-797-RGB,D-9248-OUT;n:type:ShaderForge.SFN_VertexColor,id:2053,x:32235,y:32772,varname:node_2053,prsc:2;n:type:ShaderForge.SFN_Color,id:797,x:32235,y:32930,ptovrint:True,ptlb:Color,ptin:_TintColor,varname:_TintColor,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Vector1,id:9248,x:32235,y:33081,varname:node_9248,prsc:2,v1:2;n:type:ShaderForge.SFN_Multiply,id:3857,x:32464,y:33047,varname:node_3857,prsc:2|A-2053-A,B-797-A,C-6074-A;n:type:ShaderForge.SFN_Multiply,id:6543,x:32680,y:32841,varname:node_6543,prsc:2|A-2393-OUT,B-3857-OUT;n:type:ShaderForge.SFN_Slider,id:5398,x:31563,y:32534,ptovrint:False,ptlb:U,ptin:_U,varname:node_5398,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-5,cur:0,max:5;n:type:ShaderForge.SFN_Slider,id:5965,x:31544,y:32690,ptovrint:False,ptlb:V,ptin:_V,varname:node_5965,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-5,cur:0,max:5;n:type:ShaderForge.SFN_Append,id:2074,x:31907,y:32605,varname:node_2074,prsc:2|A-5398-OUT,B-5965-OUT;n:type:ShaderForge.SFN_Time,id:2843,x:31871,y:32393,varname:node_2843,prsc:2;n:type:ShaderForge.SFN_Multiply,id:2983,x:32017,y:32502,varname:node_2983,prsc:2|A-2843-T,B-2074-OUT;n:type:ShaderForge.SFN_TexCoord,id:8129,x:31971,y:32296,varname:node_8129,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Add,id:7585,x:32155,y:32334,varname:node_7585,prsc:2|A-2983-OUT,B-8129-UVOUT;proporder:6074-797-5398-5965;pass:END;sub:END;*/
Shader "Shader Forge/water_add" {
Properties {
_MainTex ("MainTex", 2D) = "white" {}
_TintColor ("Color", Color) = (0.5,0.5,0.5,1)
_U ("U", Range(-5, 5)) = 0
_V ("V", Range(-5, 5)) = 0
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend One One
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
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float4 _TintColor;
uniform float _U;
uniform float _V;
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) : COLOR {
////// Lighting:
////// Emissive:
float4 node_2843 = _Time;
float2 node_7585 = ((node_2843.g*float2(_U,_V))+i.uv0);
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_7585, _MainTex));
float3 emissive = ((_MainTex_var.rgb*i.vertexColor.rgb*_TintColor.rgb*2.0)*(i.vertexColor.a*_TintColor.a*_MainTex_var.a));
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG_COLOR(i.fogCoord, finalRGBA, fixed4(0,0,0,1));
return finalRGBA;
}
ENDCG
}
}
CustomEditor "ShaderForgeMaterialInspector"
}