bingo 项目提交
This commit is contained in:
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: d4fc2fa835b943979b0d6d97d272c289
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timeCreated: 1695292459
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@@ -0,0 +1,154 @@
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "FairyGUI/BMFont"
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{
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Properties
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||||
{
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||||
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
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||||
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||||
_StencilComp ("Stencil Comparison", Float) = 8
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||||
_Stencil ("Stencil ID", Float) = 0
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||||
_StencilOp ("Stencil Operation", Float) = 0
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||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
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||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
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||||
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_ColorMask ("Color Mask", Float) = 255
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_BlendSrcFactor ("Blend SrcFactor", Float) = 5
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_BlendDstFactor ("Blend DstFactor", Float) = 10
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}
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||||
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SubShader
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||||
{
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||||
LOD 100
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||||
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||||
Tags
|
||||
{
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||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
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||||
"RenderType" = "Transparent"
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||||
}
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||||
|
||||
Stencil
|
||||
{
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||||
Ref [_Stencil]
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||||
Comp [_StencilComp]
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||||
Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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||||
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||||
Cull Off
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Lighting Off
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ZWrite Off
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Fog { Mode Off }
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Blend [_BlendSrcFactor] [_BlendDstFactor]
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ColorMask [_ColorMask]
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||||
Pass
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||||
{
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CGPROGRAM
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#pragma multi_compile NOT_GRAYED GRAYED
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#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED
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#pragma vertex vert
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#pragma fragment frag
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#pragma exclude_renderers d3d9 opengl flash
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#include "UnityCG.cginc"
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struct appdata_t
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||||
{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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||||
};
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||||
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||||
struct v2f
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||||
{
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||||
float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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#ifdef CLIPPED
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float2 clipPos : TEXCOORD1;
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#endif
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#ifdef SOFT_CLIPPED
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float2 clipPos : TEXCOORD1;
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#endif
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};
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sampler2D _MainTex;
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CBUFFER_START(UnityPerMaterial)
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#ifdef CLIPPED
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float4 _ClipBox = float4(-2, -2, 0, 0);
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#endif
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#ifdef SOFT_CLIPPED
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float4 _ClipBox = float4(-2, -2, 0, 0);
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float4 _ClipSoftness = float4(0, 0, 0, 0);
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#endif
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CBUFFER_END
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = v.texcoord;
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#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
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o.color.rgb = GammaToLinearSpace(v.color.rgb);
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o.color.a = v.color.a;
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#else
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o.color = v.color;
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#endif
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#ifdef CLIPPED
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o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
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#endif
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#ifdef SOFT_CLIPPED
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o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
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#endif
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = i.color;
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fixed4 tcol = tex2D(_MainTex, i.texcoord);
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col.a *= tcol[i.texcoord.z];//z stores channel
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#ifdef GRAYED
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fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
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col.rgb = fixed3(grey, grey, grey);
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#endif
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#ifdef SOFT_CLIPPED
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float2 factor = float2(0,0);
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if(i.clipPos.x<0)
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factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;
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else
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factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;
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if(i.clipPos.y<0)
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factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;
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else
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factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;
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col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
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#endif
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#ifdef CLIPPED
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float2 factor = abs(i.clipPos);
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col.a *= step(max(factor.x, factor.y), 1);
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#endif
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return col;
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}
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ENDCG
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}
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}
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Fallback "FairyGUI/Text"
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}
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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: cd79153f88fa7334ea6c5564c053bdca
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ShaderImporter:
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externalObjects: {}
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||||
defaultTextures: []
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||||
nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName: shader.fairygui.assetbundle
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assetBundleVariant:
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@@ -0,0 +1,58 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "FairyGUI/BlurFilter" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader {
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||||
Pass {
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ZTest Always
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t {
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||||
float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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half2 taps[4] : TEXCOORD1;
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};
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sampler2D _MainTex;
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half4 _MainTex_TexelSize;
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half4 _BlurOffsets;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy;
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o.taps[0] = o.texcoord + _MainTex_TexelSize * _BlurOffsets.xy;
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o.taps[1] = o.texcoord - _MainTex_TexelSize * _BlurOffsets.xy;
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o.taps[2] = o.texcoord + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
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o.taps[3] = o.texcoord - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.taps[0]);
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color += tex2D(_MainTex, i.taps[1]);
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color += tex2D(_MainTex, i.taps[2]);
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color += tex2D(_MainTex, i.taps[3]);
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return color * 0.25;
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}
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ENDCG
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}
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}
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Fallback off
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}
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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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||||
guid: f83d3bb1d90aaf54d8aed0783317662f
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName: shader.fairygui.assetbundle
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,180 @@
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "FairyGUI/Image"
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{
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Properties
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||||
{
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||||
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
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||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
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||||
_Stencil ("Stencil ID", Float) = 0
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||||
_StencilOp ("Stencil Operation", Float) = 0
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||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
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||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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||||
_BlendSrcFactor ("Blend SrcFactor", Float) = 5
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_BlendDstFactor ("Blend DstFactor", Float) = 10
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||||
}
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||||
|
||||
SubShader
|
||||
{
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||||
LOD 100
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||||
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
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||||
Lighting Off
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||||
ZWrite Off
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||||
Fog { Mode Off }
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||||
Blend [_BlendSrcFactor] [_BlendDstFactor], One One
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma multi_compile NOT_COMBINED COMBINED
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||||
#pragma multi_compile NOT_GRAYED GRAYED COLOR_FILTER
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||||
#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED ALPHA_MASK
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
|
||||
#ifdef CLIPPED
|
||||
float2 clipPos : TEXCOORD1;
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float2 clipPos : TEXCOORD1;
|
||||
#endif
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
#ifdef COMBINED
|
||||
sampler2D _AlphaTex;
|
||||
#endif
|
||||
|
||||
#ifdef CLIPPED
|
||||
float4 _ClipBox = float4(-2, -2, 0, 0);
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float4 _ClipBox = float4(-2, -2, 0, 0);
|
||||
float4 _ClipSoftness = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
|
||||
#ifdef COLOR_FILTER
|
||||
float4x4 _ColorMatrix;
|
||||
float4 _ColorOffset;
|
||||
float _ColorOption = 0;
|
||||
#endif
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = v.texcoord;
|
||||
#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
|
||||
o.color.rgb = GammaToLinearSpace(v.color.rgb);
|
||||
o.color.a = v.color.a;
|
||||
#else
|
||||
o.color = v.color;
|
||||
#endif
|
||||
|
||||
#ifdef CLIPPED
|
||||
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.texcoord.xy / i.texcoord.w) * i.color;
|
||||
|
||||
#ifdef COMBINED
|
||||
col.a *= tex2D(_AlphaTex, i.texcoord.xy / i.texcoord.w).g;
|
||||
#endif
|
||||
|
||||
#ifdef GRAYED
|
||||
fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
|
||||
col.rgb = fixed3(grey, grey, grey);
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float2 factor = float2(0,0);
|
||||
if(i.clipPos.x<0)
|
||||
factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;
|
||||
else
|
||||
factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;
|
||||
if(i.clipPos.y<0)
|
||||
factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;
|
||||
else
|
||||
factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;
|
||||
col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef CLIPPED
|
||||
float2 factor = abs(i.clipPos);
|
||||
if(max(factor.x, factor.y)>1) col.a = 0;
|
||||
#endif
|
||||
|
||||
#ifdef COLOR_FILTER
|
||||
if (_ColorOption == 0)
|
||||
{
|
||||
fixed4 col2 = col;
|
||||
col2.r = dot(col, _ColorMatrix[0]) + _ColorOffset.x;
|
||||
col2.g = dot(col, _ColorMatrix[1]) + _ColorOffset.y;
|
||||
col2.b = dot(col, _ColorMatrix[2]) + _ColorOffset.z;
|
||||
col2.a = dot(col, _ColorMatrix[3]) + _ColorOffset.w;
|
||||
col = col2;
|
||||
}
|
||||
else //premultiply alpha
|
||||
col.rgb *= col.a;
|
||||
#endif
|
||||
|
||||
#ifdef ALPHA_MASK
|
||||
clip(col.a - 0.001);
|
||||
#endif
|
||||
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 263c97191482b3649ac7bf0810cc4f77
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName: shader.fairygui.assetbundle
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,179 @@
|
||||
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "FairyGUI/Text"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Alpha (A)", 2D) = "white" {}
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
_BlendSrcFactor ("Blend SrcFactor", Float) = 5
|
||||
_BlendDstFactor ("Blend DstFactor", Float) = 10
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 100
|
||||
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Fog { Mode Off }
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
Blend[_BlendSrcFactor][_BlendDstFactor]
|
||||
ColorMask[_ColorMask]
|
||||
CGPROGRAM
|
||||
#pragma multi_compile NOT_GRAYED GRAYED
|
||||
#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
|
||||
#ifdef CLIPPED
|
||||
float2 clipPos : TEXCOORD1;
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float2 clipPos : TEXCOORD1;
|
||||
#endif
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
#ifdef CLIPPED
|
||||
float4 _ClipBox = float4(-2, -2, 0, 0);
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float4 _ClipBox = float4(-2, -2, 0, 0);
|
||||
float4 _ClipSoftness = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
CBUFFER_END
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = v.texcoord;
|
||||
#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
|
||||
o.color.rgb = GammaToLinearSpace(v.color.rgb);
|
||||
o.color.a = v.color.a;
|
||||
#else
|
||||
o.color = v.color;
|
||||
#endif
|
||||
|
||||
#ifdef CLIPPED
|
||||
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = i.color;
|
||||
col.a *= tex2D(_MainTex, i.texcoord).a;
|
||||
|
||||
#ifdef GRAYED
|
||||
fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
|
||||
col.rgb = fixed3(grey, grey, grey);
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float2 factor = float2(0,0);
|
||||
if(i.clipPos.x<0)
|
||||
factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;
|
||||
else
|
||||
factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;
|
||||
if(i.clipPos.y<0)
|
||||
factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;
|
||||
else
|
||||
factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;
|
||||
col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef CLIPPED
|
||||
float2 factor = abs(i.clipPos);
|
||||
col.a *= step(max(factor.x, factor.y), 1);
|
||||
#endif
|
||||
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass{
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
COLORMASK A
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert(appdata_img v) {
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target {
|
||||
fixed4 col = float4(0, 0, 0, 0);
|
||||
col.a = 1;
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
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||||
fileFormatVersion: 2
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||||
guid: 8526777372c6fef4f8162b3a7901dcb0
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName: shader.fairygui.assetbundle
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,3 @@
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||||
fileFormatVersion: 2
|
||||
guid: 06d2ccfa8c964c40b4ac02b5151553d8
|
||||
timeCreated: 1695465429
|
||||
@@ -0,0 +1,106 @@
|
||||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
|
||||
Shader "FGUI_NEW/Additive" {
|
||||
Properties{
|
||||
_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
|
||||
_MainTex("Particle Texture", 2D) = "white" {}
|
||||
_InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
||||
_StencilComp("Stencil Comparison", Float) = 8
|
||||
_Stencil("Stencil ID", Float) = 0
|
||||
_StencilOp("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
||||
}
|
||||
|
||||
Category{
|
||||
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
|
||||
Blend SrcAlpha One
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref[_Stencil]
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOp]
|
||||
ReadMask[_StencilReadMask]
|
||||
WriteMask[_StencilWriteMask]
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert(appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
o.projPos = ComputeScreenPos(o.vertex);
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
#endif
|
||||
o.color = v.color;
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||
float _InvFade;
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
||||
float fade = saturate(_InvFade * (sceneZ - partZ));
|
||||
i.color.a *= fade;
|
||||
#endif
|
||||
|
||||
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
|
||||
col.a = saturate(col.a); // alpha should not have double-brightness applied to it, but we can't fix that legacy behavior without breaking everyone's effects, so instead clamp the output to get sensible HDR behavior (case 967476)
|
||||
|
||||
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 18bb77d0689ee484ea0fc4be155c9695
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName: shader.third.assetbundle
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,103 @@
|
||||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
|
||||
Shader "FGUI_NEW/Alpha Blended" {
|
||||
Properties{
|
||||
_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
|
||||
_MainTex("Particle Texture", 2D) = "white" {}
|
||||
_InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
||||
_StencilComp("Stencil Comparison", Float) = 8
|
||||
_Stencil("Stencil ID", Float) = 0
|
||||
_StencilOp("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
||||
}
|
||||
|
||||
Category{
|
||||
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
Stencil
|
||||
{
|
||||
Ref[_Stencil]
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOp]
|
||||
ReadMask[_StencilReadMask]
|
||||
WriteMask[_StencilWriteMask]
|
||||
}
|
||||
SubShader {
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert(appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
o.projPos = ComputeScreenPos(o.vertex);
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
#endif
|
||||
o.color = v.color * _TintColor;
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||
float _InvFade;
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
||||
float fade = saturate(_InvFade * (sceneZ - partZ));
|
||||
i.color.a *= fade;
|
||||
#endif
|
||||
|
||||
fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord);
|
||||
col.a = saturate(col.a); // alpha should not have double-brightness applied to it, but we can't fix that legacy behavior without breaking everyone's effects, so instead clamp the output to get sensible HDR behavior (case 967476)
|
||||
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7f073154664121740a55c5e14870194c
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName: shader.third.assetbundle
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,245 @@
|
||||
Shader "Hovl/Particles/Blend_CenterGlow"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_Noise("Noise", 2D) = "white" {}
|
||||
_Flow("Flow", 2D) = "white" {}
|
||||
_Mask("Mask", 2D) = "white" {}
|
||||
_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
|
||||
_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
|
||||
_Emission("Emission", Float) = 2
|
||||
_Color("Color", Color) = (0.5,0.5,0.5,1)
|
||||
_Opacity("Opacity", Range( 0 , 3)) = 1
|
||||
[Toggle]_Usecenterglow("Use center glow?", Float) = 0
|
||||
[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
|
||||
_Depthpower ("Depth power", Float ) = 1
|
||||
[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
}
|
||||
|
||||
Category
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Cull[_CullMode]
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if UNITY_VERSION >= 560
|
||||
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
|
||||
#else
|
||||
uniform sampler2D_float _CameraDepthTexture;
|
||||
#endif
|
||||
|
||||
//Don't delete this comment
|
||||
// uniform sampler2D_float _CameraDepthTexture;
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _Usecenterglow;
|
||||
uniform float4 _SpeedMainTexUVNoiseZW;
|
||||
uniform sampler2D _Flow;
|
||||
uniform float4 _DistortionSpeedXYPowerZ;
|
||||
uniform float4 _Flow_ST;
|
||||
uniform sampler2D _Mask;
|
||||
uniform float4 _Mask_ST;
|
||||
uniform sampler2D _Noise;
|
||||
uniform float4 _Noise_ST;
|
||||
uniform float4 _Color;
|
||||
uniform float _Emission;
|
||||
uniform float _Opacity;
|
||||
uniform fixed _Usedepth;
|
||||
uniform float _Depthpower;
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
v.vertex.xyz += float3( 0, 0, 0 ) ;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
o.projPos = ComputeScreenPos (o.vertex);
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
#endif
|
||||
o.color = v.color;
|
||||
o.texcoord = v.texcoord;
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag ( v2f i ) : SV_Target
|
||||
{
|
||||
float lp = 1;
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
||||
float fade = saturate ((sceneZ-partZ) / _Depthpower);
|
||||
lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
||||
#endif
|
||||
|
||||
float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
|
||||
float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
|
||||
float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
|
||||
float3 uv0_Flow = i.texcoord.xyz;
|
||||
uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
|
||||
float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
|
||||
float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
|
||||
float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
|
||||
float Flowpower102 = _DistortionSpeedXYPowerZ.z;
|
||||
float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
|
||||
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
|
||||
float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||||
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise);
|
||||
float4 tex2DNode14 = tex2D( _Noise, panner108 );
|
||||
float3 temp_output_78_0 = (( tex2DNode13 * tex2DNode14 * _Color * i.color )).rgb;
|
||||
float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
|
||||
float4 clampResult38 = tex2DNode33 - temp_cast_0;
|
||||
float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
||||
float4 appendResult87 = (float4(( lerp(temp_output_78_0,( temp_output_78_0 * (clampResult40).rgb ),_Usecenterglow) * _Emission ) , ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a * _Opacity )));
|
||||
fixed4 col = appendResult87;
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
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||||
ENDCG
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}
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}
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}
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}
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ASEEND*/
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//CHKSM=2C2AF11BAD8C4FA3B304EF2019556266F5F43326
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName: shader.third.assetbundle
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assetBundleVariant:
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// Shader created with Shader Forge v1.38
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// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
|
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "UI_Shader/Effect/add_mask"
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{
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||||
Properties
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||||
{
|
||||
_Brightness ("Brightness", Float ) = 1
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_Contrast ("Contrast", Float ) = 1
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_MainColor ("Main Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Main Tex", 2D) = "white" {}
|
||||
_MaskTex ("Mask Tex", 2D) = "white" {}
|
||||
_MainPannerX ("Main Panner X", Float ) = 0
|
||||
_MainPannerY ("Main Panner Y", Float ) = 0
|
||||
_SecPannerX ("Sec Panner X", Float ) = 0
|
||||
_SecPannerY ("Sec Panner Y", Float ) = 0
|
||||
}
|
||||
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
|
||||
#include "UnityCG.cginc"
|
||||
#pragma multi_compile_fwdbase
|
||||
// #pragma only_renderers d3d9 d3d11 glcore gles
|
||||
#pragma target 2.0
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _Brightness;
|
||||
uniform float _MainPannerX;
|
||||
uniform float _MainPannerY;
|
||||
uniform float4 _MainColor;
|
||||
uniform float _SecPannerX;
|
||||
uniform float _SecPannerY;
|
||||
uniform float _Contrast;
|
||||
uniform sampler2D _MaskTex;
|
||||
uniform float4 _MaskTex_ST;
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
fixed4 vertexColor : COLOR;
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
fixed4 vertexColor : COLOR;
|
||||
};
|
||||
|
||||
VertexOutput vert(VertexInput v)
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
o.uv0 = v.texcoord0;
|
||||
o.vertexColor = v.vertexColor;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 frag(VertexOutput i, float facing : VFACE) : COLOR
|
||||
{
|
||||
float isFrontFace = (facing >= 0 ? 1 : 0);
|
||||
float faceSign = (facing >= 0 ? 1 : -1);
|
||||
////// Lighting:
|
||||
////// Emissive:
|
||||
float4 node_6409 = _Time;
|
||||
float2 node_514 = (i.uv0 + (float2(_MainPannerX, _MainPannerY) * node_6409.g));
|
||||
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_514, _MainTex));
|
||||
float4 node_482 = _Time;
|
||||
float2 node_5906 = (i.uv0 + (float2(_SecPannerX, _SecPannerY) * node_482.g));
|
||||
float4 _MaskTex_var = tex2D(_MaskTex,TRANSFORM_TEX(node_5906, _MaskTex));
|
||||
float3 emissive = ((_MainColor.rgb * _Brightness * pow(_MainTex_var.rgb, _Contrast) * _MaskTex_var.r * i
|
||||
.vertexColor.rgb) * (_MainColor.a * _MainTex_var.a * _MaskTex_var.r * i.vertexColor.a));
|
||||
float3 finalColor = emissive;
|
||||
return fixed4(finalColor, 1);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
CustomEditor "ShaderForgeMaterialInspector"
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 934b99f08ae0e654699b450f4c6ad74b
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName: shader.third.assetbundle
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,127 @@
|
||||
// Shader created with Shader Forge v1.40
|
||||
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
|
||||
// Note: Manually altering this data may prevent you from opening it in Shader Forge
|
||||
/*SF_DATA;ver:1.40;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,cpap:True,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,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:0,bdst:0,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,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:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:9361,x:32843,y:32323,varname:node_9361,prsc:2|emission-9625-OUT;n:type:ShaderForge.SFN_Tex2d,id:8124,x:32236,y:32494,ptovrint:False,ptlb:Texture,ptin:_Texture,varname:node_8124,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-7639-OUT;n:type:ShaderForge.SFN_Color,id:1802,x:32206,y:32284,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_1802,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_VertexColor,id:7019,x:32247,y:32719,varname:node_7019,prsc:2;n:type:ShaderForge.SFN_Multiply,id:9625,x:32621,y:32406,varname:node_9625,prsc:2|A-1802-RGB,B-8124-RGB,C-2966-RGB,D-7019-RGB;n:type:ShaderForge.SFN_Tex2d,id:2966,x:32337,y:32088,ptovrint:False,ptlb:Mask,ptin:_Mask,varname:node_2966,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_TexCoord,id:8937,x:31722,y:32477,varname:node_8937,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Time,id:1390,x:31235,y:32330,varname:node_1390,prsc:2;n:type:ShaderForge.SFN_ValueProperty,id:5695,x:31252,y:32147,ptovrint:False,ptlb:U_Move,ptin:_U_Move,varname:node_5695,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:3792,x:31187,y:32598,ptovrint:False,ptlb:V_Move,ptin:_V_Move,varname:node_3792,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Multiply,id:8010,x:31502,y:32113,varname:node_8010,prsc:2|A-5695-OUT,B-1390-T;n:type:ShaderForge.SFN_Multiply,id:7219,x:31520,y:32443,varname:node_7219,prsc:2|A-1390-T,B-3792-OUT;n:type:ShaderForge.SFN_Append,id:4374,x:31728,y:32165,varname:node_4374,prsc:2|A-8010-OUT,B-7219-OUT;n:type:ShaderForge.SFN_Add,id:7639,x:31950,y:32375,varname:node_7639,prsc:2|A-4374-OUT,B-8937-UVOUT;proporder:8124-1802-2966-5695-3792;pass:END;sub:END;*/
|
||||
|
||||
Shader "magesbox/UV_Move_Add" {
|
||||
Properties {
|
||||
_Texture ("Texture", 2D) = "white" {}
|
||||
[HDR]_Color ("Color", Color) = (0.5,0.5,0.5,1)
|
||||
_Mask ("Mask", 2D) = "white" {}
|
||||
_U_Move ("U_Move", Float ) = 0
|
||||
_V_Move ("V_Move", Float ) = 0
|
||||
}
|
||||
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
|
||||
#pragma multi_compile_instancing
|
||||
#include "UnityCG.cginc"
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
#pragma target 3.0
|
||||
uniform sampler2D _Texture; uniform float4 _Texture_ST;
|
||||
uniform sampler2D _Mask; uniform float4 _Mask_ST;
|
||||
UNITY_INSTANCING_BUFFER_START( Props )
|
||||
UNITY_DEFINE_INSTANCED_PROP( float4, _Color)
|
||||
UNITY_DEFINE_INSTANCED_PROP( float, _U_Move)
|
||||
UNITY_DEFINE_INSTANCED_PROP( float, _V_Move)
|
||||
UNITY_INSTANCING_BUFFER_END( Props )
|
||||
struct VertexInput {
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float4 vertexColor : COLOR;
|
||||
};
|
||||
struct VertexOutput {
|
||||
float4 pos : SV_POSITION;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float4 vertexColor : COLOR;
|
||||
UNITY_FOG_COORDS(1)
|
||||
};
|
||||
VertexOutput vert (VertexInput v) {
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID( v );
|
||||
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||||
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 {
|
||||
UNITY_SETUP_INSTANCE_ID( i );
|
||||
float isFrontFace = ( facing >= 0 ? 1 : 0 );
|
||||
float faceSign = ( facing >= 0 ? 1 : -1 );
|
||||
////// Lighting:
|
||||
////// Emissive:
|
||||
float4 _Color_var = UNITY_ACCESS_INSTANCED_PROP( Props, _Color );
|
||||
float _U_Move_var = UNITY_ACCESS_INSTANCED_PROP( Props, _U_Move );
|
||||
float4 node_1390 = _Time;
|
||||
float _V_Move_var = UNITY_ACCESS_INSTANCED_PROP( Props, _V_Move );
|
||||
float2 node_7639 = (float2((_U_Move_var*node_1390.g),(node_1390.g*_V_Move_var))+i.uv0);
|
||||
float4 _Texture_var = tex2D(_Texture,TRANSFORM_TEX(node_7639, _Texture));
|
||||
float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
|
||||
float3 emissive = (_Color_var.rgb*_Texture_var.rgb*_Mask_var.rgb*i.vertexColor.rgb);
|
||||
float3 finalColor = emissive;
|
||||
fixed4 finalRGBA = fixed4(finalColor,1);
|
||||
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
||||
return finalRGBA;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
Pass {
|
||||
Name "ShadowCaster"
|
||||
Tags {
|
||||
"LightMode"="ShadowCaster"
|
||||
}
|
||||
Offset 1, 1
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_fog
|
||||
#pragma target 3.0
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
};
|
||||
struct VertexOutput {
|
||||
V2F_SHADOW_CASTER;
|
||||
};
|
||||
VertexOutput vert (VertexInput v) {
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
o.pos = UnityObjectToClipPos( v.vertex );
|
||||
TRANSFER_SHADOW_CASTER(o)
|
||||
return o;
|
||||
}
|
||||
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
|
||||
float isFrontFace = ( facing >= 0 ? 1 : 0 );
|
||||
float faceSign = ( facing >= 0 ? 1 : -1 );
|
||||
SHADOW_CASTER_FRAGMENT(i)
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
CustomEditor "ShaderForgeMaterialInspector"
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b37e6ca091ec49a41be14ef95b8aac44
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName: shader.third.assetbundle
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user