EerieVillage/Assets/GameVFX Collection(URP)/FX_UI_Waterball/Shader/water_ramp.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
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Shader "Shader Forge/water_ramp" {
Properties {
_MainTex ("MainTex", 2D) = "white" {}
_TintColor ("Color", Color) = (0.5,0.5,0.5,1)
_power ("power", Range(0, 5)) = 0
_U ("U", Range(-5, 5)) = 0
_V ("V", Range(-5, 5)) = 0
_clip ("clip", 2D) = "white" {}
_Uclip ("U(clip)", Range(-5, 5)) = 0
_Vclip ("V(clip)", Range(-5, 5)) = 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 OneMinusSrcAlpha
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 sampler2D _clip; uniform float4 _clip_ST;
uniform float _power;
uniform float _U;
uniform float _V;
uniform float _Uclip;
uniform float _Vclip;
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 {
float4 node_279 = _Time;
float2 node_4223 = (i.uv0+(node_279.g*float2(_Uclip,_Vclip)));
float4 _clip_var = tex2D(_clip,TRANSFORM_TEX(node_4223, _clip));
clip(_clip_var.r - 0.5);
////// Lighting:
////// Emissive:
float4 node_8554 = _Time;
float2 node_2474 = (i.uv0+(node_8554.g*float2(_U,_V)));
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_2474, _MainTex));
float3 emissive = (pow(_MainTex_var.rgb,_power)*i.vertexColor.rgb*_TintColor.rgb*2.0);
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,(_MainTex_var.a*i.vertexColor.a*_TintColor.a));
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
}
CustomEditor "ShaderForgeMaterialInspector"
}