// 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 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Shader "Shader Forge/uvnoise" { Properties { _TEX ("TEX", 2D) = "white" {} _Color ("Color", Color) = (0.5,0.5,0.5,1) _Mask ("Mask", 2D) = "white" {} _glowcolor ("glowcolor", Color) = (0.5,0.5,0.5,1) _U ("U", Range(-10, 10)) = 1 _V ("V", Range(-10, 10)) = 1 _U_copy ("U_copy", Range(-10, 10)) = 1 _V_copy ("V_copy", Range(-10, 10)) = 1 _mask_power ("mask_power", Range(0, 10)) = 0 _Tex_power ("Tex_power", Range(0, 10)) = 1 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend One One 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 metal #pragma target 3.0 uniform sampler2D _TEX; uniform float4 _TEX_ST; uniform float4 _Color; uniform sampler2D _Mask; uniform float4 _Mask_ST; uniform float4 _glowcolor; uniform float _U; uniform float _V; uniform float _U_copy; uniform float _V_copy; uniform float _mask_power; uniform float _Tex_power; 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_3476 = _Time; float2 node_5153 = (i.uv0+(node_3476.g*float2(_U,_V))); float4 _TEX_var = tex2D(_TEX,TRANSFORM_TEX(node_5153, _TEX)); float4 node_9486 = _Time; float2 node_7896 = (i.uv0+(node_9486.g*float2(_U_copy,_V_copy))); float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(node_7896, _Mask)); float3 node_2576 = (pow(_TEX_var.rgb,_Tex_power)*_Color.rgb*_Color.a*_Mask_var.rgb*i.vertexColor.a); float3 emissive = (node_2576*i.vertexColor.rgb); float3 finalColor = emissive + (node_2576*_glowcolor.rgb*i.vertexColor.a*_mask_power); fixed4 finalRGBA = fixed4(finalColor,1); 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 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" }