91 lines
7.2 KiB
Plaintext
91 lines
7.2 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:2,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:0.5,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:True,fnfb:True,fsmp:False;n:type:ShaderForge.SFN_Final,id:4795,x:32724,y:32693,varname:node_4795,prsc:2|emission-2393-OUT,custl-3975-OUT;n:type:ShaderForge.SFN_Tex2d,id:6074,x:32172,y:32534,ptovrint:False,ptlb:tex,ptin:_tex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-9962-OUT;n:type:ShaderForge.SFN_Multiply,id:2393,x:32433,y:32729,varname:node_2393,prsc:2|A-6074-RGB,B-2053-A,C-797-RGB,D-6158-RGB,E-797-A;n:type:ShaderForge.SFN_VertexColor,id:2053,x:31999,y:33030,varname:node_2053,prsc:2;n:type:ShaderForge.SFN_Color,id:797,x:32027,y:32744,ptovrint:True,ptlb:Color,ptin:_TintColor,varname:_TintColor,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_TexCoord,id:9398,x:31353,y:32333,varname:node_9398,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Tex2d,id:6158,x:31999,y:33190,ptovrint:False,ptlb:mask,ptin:_mask,varname:node_6158,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-2315-OUT;n:type:ShaderForge.SFN_Slider,id:4640,x:30900,y:32863,ptovrint:False,ptlb:U,ptin:_U,varname:node_4640,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-10,cur:0,max:10;n:type:ShaderForge.SFN_Slider,id:1091,x:30900,y:33038,ptovrint:False,ptlb:v,ptin:_v,varname:node_1091,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-10,cur:0,max:10;n:type:ShaderForge.SFN_Add,id:9962,x:31815,y:32566,varname:node_9962,prsc:2|A-9398-UVOUT,B-2078-OUT;n:type:ShaderForge.SFN_Multiply,id:2078,x:31628,y:32695,varname:node_2078,prsc:2|A-9763-T,B-374-OUT;n:type:ShaderForge.SFN_Append,id:374,x:31312,y:32964,varname:node_374,prsc:2|A-4640-OUT,B-1091-OUT;n:type:ShaderForge.SFN_Time,id:9763,x:31400,y:32705,varname:node_9763,prsc:2;n:type:ShaderForge.SFN_Slider,id:4187,x:31738,y:32942,ptovrint:False,ptlb:light,ptin:_light,varname:node_4187,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:20;n:type:ShaderForge.SFN_Multiply,id:3975,x:32509,y:32982,varname:node_3975,prsc:2|A-2393-OUT,B-4187-OUT,C-2053-A;n:type:ShaderForge.SFN_TexCoord,id:6132,x:31478,y:33018,varname:node_6132,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Slider,id:8833,x:30893,y:33540,ptovrint:False,ptlb:U_mask,ptin:_U_mask,varname:_U_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-10,cur:0,max:10;n:type:ShaderForge.SFN_Slider,id:8224,x:30893,y:33715,ptovrint:False,ptlb:v_mask,ptin:_v_mask,varname:_v_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-10,cur:0,max:10;n:type:ShaderForge.SFN_Add,id:2315,x:31747,y:33229,varname:node_2315,prsc:2|A-6132-UVOUT,B-360-OUT;n:type:ShaderForge.SFN_Multiply,id:360,x:31592,y:33436,varname:node_360,prsc:2|A-6696-T,B-4806-OUT;n:type:ShaderForge.SFN_Append,id:4806,x:31305,y:33641,varname:node_4806,prsc:2|A-8833-OUT,B-8224-OUT;n:type:ShaderForge.SFN_Time,id:6696,x:31333,y:33396,varname:node_6696,prsc:2;proporder:6074-797-6158-4640-1091-4187-8833-8224;pass:END;sub:END;*/
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Shader "Shader Forge/maskUV" {
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Properties {
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_tex ("tex", 2D) = "white" {}
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[HDR]_TintColor ("Color", Color) = (0.5,0.5,0.5,1)
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_mask ("mask", 2D) = "white" {}
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_U ("U", Range(-10, 10)) = 0
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_v ("v", Range(-10, 10)) = 0
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_light ("light", Range(0, 20)) = 0
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_U_mask ("U_mask", Range(-10, 10)) = 0
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_v_mask ("v_mask", Range(-10, 10)) = 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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Cull Off
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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 gles3 metal
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#pragma target 3.0
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uniform sampler2D _tex; uniform float4 _tex_ST;
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uniform float4 _TintColor;
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uniform sampler2D _mask; uniform float4 _mask_ST;
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uniform float _U;
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uniform float _v;
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uniform float _light;
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uniform float _U_mask;
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uniform float _v_mask;
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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, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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////// Lighting:
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////// Emissive:
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float4 node_9763 = _Time;
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float2 node_9962 = (i.uv0+(node_9763.g*float2(_U,_v)));
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float4 _tex_var = tex2D(_tex,TRANSFORM_TEX(node_9962, _tex));
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float4 node_6696 = _Time;
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float2 node_2315 = (i.uv0+(node_6696.g*float2(_U_mask,_v_mask)));
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float4 _mask_var = tex2D(_mask,TRANSFORM_TEX(node_2315, _mask));
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float3 node_2393 = (_tex_var.rgb*i.vertexColor.a*_TintColor.rgb*_mask_var.rgb*_TintColor.a);
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float3 emissive = node_2393;
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float3 finalColor = emissive + (node_2393*_light*i.vertexColor.a);
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fixed4 finalRGBA = fixed4(finalColor,1);
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UNITY_APPLY_FOG_COLOR(i.fogCoord, finalRGBA, fixed4(0.5,0.5,0.5,1));
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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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