EerieVillage/Assets/GameVFX Collection(URP)/FX_Magicbullet/Shader/henshuuv.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/henshuuv" {
Properties {
_tex ("tex", 2D) = "white" {}
[HDR]_TintColor ("Color", Color) = (0.5,0.5,0.5,1)
_mask ("mask", 2D) = "white" {}
_U ("U", Range(-10, 10)) = 0
_v ("v", Range(-10, 10)) = 0
_liangdu ("liangdu", Range(0, 20)) = 0
_duibi ("duibi", Range(0, 10)) = 1
[HDR]_glowcolor ("glowcolor", Color) = (0.5,0.5,0.5,1)
_UVrotator ("UVrotator", Range(-5, 5)) = 5
_jiaodujiaodu ("jiao'dujiao'du", Range(0, 360)) = 45
_U_mask ("U_mask", Range(-10, 10)) = 0
_v_mask ("v_mask", Range(-10, 10)) = 0
_UVrotator_mask ("UVrotator_mask", Range(-5, 5)) = 5
_jiaodujiaodu_mask ("jiao'dujiao'du_mask", Range(0, 360)) = 45
}
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 gles3 metal
#pragma target 3.0
uniform sampler2D _tex; uniform float4 _tex_ST;
uniform float4 _TintColor;
uniform sampler2D _mask; uniform float4 _mask_ST;
uniform float _U;
uniform float _v;
uniform float _liangdu;
uniform float _duibi;
uniform float4 _glowcolor;
uniform float _UVrotator;
uniform float _jiaodujiaodu;
uniform float _U_mask;
uniform float _v_mask;
uniform float _UVrotator_mask;
uniform float _jiaodujiaodu_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, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
////// Lighting:
////// Emissive:
float node_5366_ang = _jiaodujiaodu;
float node_5366_spd = _UVrotator;
float node_5366_cos = cos(node_5366_spd*node_5366_ang);
float node_5366_sin = sin(node_5366_spd*node_5366_ang);
float2 node_5366_piv = float2(0.5,0.5);
float2 node_5366 = (mul(i.uv0-node_5366_piv,float2x2( node_5366_cos, -node_5366_sin, node_5366_sin, node_5366_cos))+node_5366_piv);
float4 node_9763 = _Time;
float2 node_9962 = (node_5366+(node_9763.g*float2(_U,_v)));
float4 _tex_var = tex2D(_tex,TRANSFORM_TEX(node_9962, _tex));
float node_918_ang = _jiaodujiaodu_mask;
float node_918_spd = _UVrotator_mask;
float node_918_cos = cos(node_918_spd*node_918_ang);
float node_918_sin = sin(node_918_spd*node_918_ang);
float2 node_918_piv = float2(0.5,0.5);
float2 node_918 = (mul(i.uv0-node_918_piv,float2x2( node_918_cos, -node_918_sin, node_918_sin, node_918_cos))+node_918_piv);
float4 node_6696 = _Time;
float2 node_2315 = (node_918+(node_6696.g*float2(_U_mask,_v_mask)));
float4 _mask_var = tex2D(_mask,TRANSFORM_TEX(node_2315, _mask));
float3 node_2393 = (pow(_tex_var.rgb,_duibi)*i.vertexColor.a*_TintColor.rgb*_mask_var.rgb*_TintColor.a);
float3 emissive = node_2393;
float3 finalColor = emissive + (node_2393*_liangdu*i.vertexColor.a*_glowcolor.rgb);
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG_COLOR(i.fogCoord, finalRGBA, fixed4(0,0,0,1));
return finalRGBA;
}
ENDCG
}
}
CustomEditor "ShaderForgeMaterialInspector"
}