EerieVillage/Assets/GameVFX Collection(URP)/FX_Fireball/Shader/dissolve_c.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/dissolve_c" {
Properties {
_TEX ("TEX", 2D) = "white" {}
[HDR]_Color ("Color", Color) = (0.5,0.5,0.5,1)
_U ("U", Range(-5, 5)) = 0
_V ("V", Range(-5, 5)) = 0
_Mask ("Mask", 2D) = "white" {}
_Mask_Range ("Mask_Range", Range(0, 3)) = 0
_U_Mask ("U_Mask", Range(-5, 5)) = 0
_V_Mask ("V_Mask", 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 _TEX; uniform float4 _TEX_ST;
uniform sampler2D _Mask; uniform float4 _Mask_ST;
uniform float4 _Color;
uniform float _Mask_Range;
uniform float _U;
uniform float _V;
uniform float _U_Mask;
uniform float _V_Mask;
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_9575 = _Time;
float2 node_5655 = (i.uv0+(node_9575.g*float2(_U_Mask,_V_Mask)));
float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(node_5655, _Mask));
clip((_Mask_var.r/_Mask_Range) - 0.5);
////// Lighting:
////// Emissive:
float4 node_8161 = _Time;
float2 node_955 = (i.uv0+(node_8161.g*float2(_U,_V)));
float4 _TEX_var = tex2D(_TEX,TRANSFORM_TEX(node_955, _TEX));
float3 emissive = (_TEX_var.rgb*_Color.rgb*i.vertexColor.rgb);
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,(_TEX_var.a*_Color.a*i.vertexColor.a));
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
Cull Back
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
#pragma target 3.0
uniform sampler2D _Mask; uniform float4 _Mask_ST;
uniform float _Mask_Range;
uniform float _U_Mask;
uniform float _V_Mask;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
float2 uv0 : TEXCOORD1;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityObjectToClipPos( v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
float4 node_9575 = _Time;
float2 node_5655 = (i.uv0+(node_9575.g*float2(_U_Mask,_V_Mask)));
float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(node_5655, _Mask));
clip((_Mask_var.r/_Mask_Range) - 0.5);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}