76 lines
5.3 KiB
Plaintext
76 lines
5.3 KiB
Plaintext
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// Shader created with Shader Forge v1.38
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*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;*/
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Shader "Shader Forge/water_add" {
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Properties {
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_MainTex ("MainTex", 2D) = "white" {}
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_TintColor ("Color", Color) = (0.5,0.5,0.5,1)
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_U ("U", Range(-5, 5)) = 0
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_V ("V", Range(-5, 5)) = 0
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend One One
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#include "UnityCG.cginc"
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles
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#pragma target 3.0
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform float4 _TintColor;
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uniform float _U;
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uniform float _V;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 texcoord0 : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 vertexColor : COLOR;
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UNITY_FOG_COORDS(1)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.vertexColor = v.vertexColor;
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o.pos = UnityObjectToClipPos( v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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////// Lighting:
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////// Emissive:
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float4 node_2843 = _Time;
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float2 node_7585 = ((node_2843.g*float2(_U,_V))+i.uv0);
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_7585, _MainTex));
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float3 emissive = ((_MainTex_var.rgb*i.vertexColor.rgb*_TintColor.rgb*2.0)*(i.vertexColor.a*_TintColor.a*_MainTex_var.a));
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float3 finalColor = emissive;
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fixed4 finalRGBA = fixed4(finalColor,1);
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UNITY_APPLY_FOG_COLOR(i.fogCoord, finalRGBA, fixed4(0,0,0,1));
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return finalRGBA;
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}
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ENDCG
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}
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}
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CustomEditor "ShaderForgeMaterialInspector"
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}
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