EerieVillage/Assets/GameVFX Collection(URP)/FX_Meteorite/Shader/StartWaveAlphaBlended.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 "Sine VFX/StartWaveAlphaBlended" {
Properties {
[HDR]_TintColor ("Color", Color) = (0.5,0.5,0.5,1)
_Noise01 ("Noise 01", 2D) = "white" {}
_Noise02 ("Noise 02", 2D) = "white" {}
_DistortionNoise ("Distortion Noise", 2D) = "white" {}
_GradientMask ("Gradient Mask", 2D) = "white" {}
_DistortionPower ("Distortion Power", Range(0, 1)) = 0.1
_MaskPower ("Mask Power", Range(0, 4)) = 1
_FinalPower ("Final Power", Range(0, 25)) = 0
_Ramp ("Ramp", 2D) = "white" {}
_OpacityBoost ("Opacity Boost", Range(0, 4)) = 1
_X_Speed ("X_Speed", Float ) = 1
[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 metal
#pragma target 3.0
uniform float4 _TintColor;
uniform sampler2D _Noise01; uniform float4 _Noise01_ST;
uniform sampler2D _Noise02; uniform float4 _Noise02_ST;
uniform float _FinalPower;
uniform sampler2D _GradientMask; uniform float4 _GradientMask_ST;
uniform sampler2D _DistortionNoise; uniform float4 _DistortionNoise_ST;
uniform float _DistortionPower;
uniform float _MaskPower;
uniform sampler2D _Ramp; uniform float4 _Ramp_ST;
uniform float _OpacityBoost;
uniform float _X_Speed;
struct VertexInput {
float4 vertex : POSITION;
float4 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 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 {
////// Lighting:
////// Emissive:
float4 node_5350 = _Time;
float node_5841 = (_X_Speed*node_5350.g);
float2 node_2263 = (i.uv0+node_5841*float2(0,0.25));
float4 _DistortionNoise_var = tex2D(_DistortionNoise,TRANSFORM_TEX(node_2263, _DistortionNoise));
float node_1158 = (_DistortionNoise_var.r*_DistortionPower);
float2 node_1025 = ((i.uv0+node_5841*float2(0,-0.5))+node_1158);
float4 _Noise01_var = tex2D(_Noise01,TRANSFORM_TEX(node_1025, _Noise01));
float2 node_3699 = ((i.uv0+node_5841*float2(0,0.5))+node_1158);
float4 _Noise02_var = tex2D(_Noise02,TRANSFORM_TEX(node_3699, _Noise02));
float2 node_8822 = float2(i.uv0.r,(i.uv0.g-i.uv0.b));
float4 node_7104 = tex2D(_GradientMask,TRANSFORM_TEX(node_8822, _GradientMask));
float4 node_3098 = tex2D(_GradientMask,TRANSFORM_TEX(i.uv0, _GradientMask));
float node_6642 = (_Noise01_var.r*_Noise02_var.r*node_7104.r*node_3098.r*_MaskPower);
float2 node_7407 = float2(node_6642,0.0);
float4 _Ramp_var = tex2D(_Ramp,TRANSFORM_TEX(node_7407, _Ramp));
float3 emissive = (_Ramp_var.rgb*i.vertexColor.rgb*_TintColor.rgb*_FinalPower);
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,saturate((node_6642*_OpacityBoost)));
UNITY_APPLY_FOG_COLOR(i.fogCoord, finalRGBA, fixed4(0.5,0.5,0.5,1));
return finalRGBA;
}
ENDCG
}
}
CustomEditor "ShaderForgeMaterialInspector"
}