// 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:Particles/Additive,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:1,trmd:1,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:0,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:False,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:True,fnfb:True,fsmp:False;n:type:ShaderForge.SFN_Final,id:4795,x:32840,y:32672,varname:node_4795,prsc:2|custl-2393-OUT,alpha-798-OUT;n:type:ShaderForge.SFN_Tex2d,id:6074,x:32220,y:32538,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-3908-OUT;n:type:ShaderForge.SFN_Multiply,id:2393,x:32509,y:32678,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:32220,y:32722,varname:node_2053,prsc:2;n:type:ShaderForge.SFN_Color,id:797,x:32220,y:32880,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_Vector1,id:9248,x:32235,y:33081,varname:node_9248,prsc:2,v1:2;n:type:ShaderForge.SFN_Multiply,id:798,x:32480,y:32873,varname:node_798,prsc:2|A-6074-A,B-2053-A,C-797-A;n:type:ShaderForge.SFN_TexCoord,id:8086,x:31528,y:32515,varname:node_8086,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Time,id:1969,x:31578,y:32701,varname:node_1969,prsc:2;n:type:ShaderForge.SFN_Append,id:1168,x:31598,y:32885,varname:node_1168,prsc:2|A-829-OUT,B-3742-OUT;n:type:ShaderForge.SFN_Multiply,id:7533,x:31839,y:32731,varname:node_7533,prsc:2|A-1969-T,B-1168-OUT;n:type:ShaderForge.SFN_Slider,id:829,x:31088,y:32832,ptovrint:False,ptlb:U,ptin:_U,varname:node_829,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:3742,x:31097,y:32990,ptovrint:False,ptlb:V,ptin:_V,varname:node_3742,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:3908,x:31976,y:32622,varname:node_3908,prsc:2|A-8086-UVOUT,B-7533-OUT;proporder:797-6074-829-3742;pass:END;sub:END;*/ Shader "Shader Forge/ParticleAdd_UV" { Properties { [HDR]_TintColor ("Color", Color) = (0.5,0.5,0.5,1) _MainTex ("MainTex", 2D) = "white" {} _U ("U", Range(-10, 10)) = 0 _V ("V", Range(-10, 10)) = 0 [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 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 _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, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); ////// Lighting: float4 node_1969 = _Time; float2 node_3908 = (i.uv0+(node_1969.g*float2(_U,_V))); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_3908, _MainTex)); float3 finalColor = (_MainTex_var.rgb*i.vertexColor.rgb*_TintColor.rgb*2.0); fixed4 finalRGBA = fixed4(finalColor,(_MainTex_var.a*i.vertexColor.a*_TintColor.a)); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } } CustomEditor "ShaderForgeMaterialInspector" }