bingo 项目提交

This commit is contained in:
2026-04-20 13:49:36 +08:00
commit ad5920ac6a
5585 changed files with 1216243 additions and 0 deletions
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fileFormatVersion: 2
guid: d4fc2fa835b943979b0d6d97d272c289
timeCreated: 1695292459
@@ -0,0 +1,154 @@
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FairyGUI/BMFont"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
_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) = 255
_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 }
Blend [_BlendSrcFactor] [_BlendDstFactor]
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma multi_compile NOT_GRAYED GRAYED
#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED
#pragma vertex vert
#pragma fragment frag
#pragma exclude_renderers d3d9 opengl flash
#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;
fixed4 tcol = tex2D(_MainTex, i.texcoord);
col.a *= tcol[i.texcoord.z];//z stores channel
#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
}
}
Fallback "FairyGUI/Text"
}
@@ -0,0 +1,10 @@
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ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName: shader.fairygui.assetbundle
assetBundleVariant:
@@ -0,0 +1,58 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FairyGUI/BlurFilter" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
ZTest Always
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
half2 taps[4] : TEXCOORD1;
};
sampler2D _MainTex;
half4 _MainTex_TexelSize;
half4 _BlurOffsets;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy;
o.taps[0] = o.texcoord + _MainTex_TexelSize * _BlurOffsets.xy;
o.taps[1] = o.texcoord - _MainTex_TexelSize * _BlurOffsets.xy;
o.taps[2] = o.texcoord + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
o.taps[3] = o.texcoord - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 color = tex2D(_MainTex, i.taps[0]);
color += tex2D(_MainTex, i.taps[1]);
color += tex2D(_MainTex, i.taps[2]);
color += tex2D(_MainTex, i.taps[3]);
return color * 0.25;
}
ENDCG
}
}
Fallback off
}
@@ -0,0 +1,10 @@
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defaultTextures: []
nonModifiableTextures: []
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assetBundleVariant:
@@ -0,0 +1,180 @@
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FairyGUI/Image"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
_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 }
Blend [_BlendSrcFactor] [_BlendDstFactor], One One
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma multi_compile NOT_COMBINED COMBINED
#pragma multi_compile NOT_GRAYED GRAYED COLOR_FILTER
#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 @@
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guid: 263c97191482b3649ac7bf0810cc4f77
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
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@@ -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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ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
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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 @@
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userData:
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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 @@
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@@ -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;
}
ENDCG
}
}
}
}
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//CHKSM=2C2AF11BAD8C4FA3B304EF2019556266F5F43326
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guid: b68b99c2e57cef4419465c63c527201b
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName: shader.third.assetbundle
assetBundleVariant:
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// Shader created with Shader Forge v1.38
// 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:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:0,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:False,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:False,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.7352941,fgcg:0.8685599,fgcb:1,fgca:1,fgde:0.025,fgrn:5,fgrf:5.01,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:True,fnsp:True,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:3138,x:33384,y:32890,varname:node_3138,prsc:2|emission-7659-OUT;n:type:ShaderForge.SFN_Tex2d,id:9985,x:31880,y:32632,ptovrint:False,ptlb:Main Tex,ptin:_MainTex,varname:_MaskTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-514-OUT;n:type:ShaderForge.SFN_TexCoord,id:2745,x:30915,y:32411,varname:node_2745,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_ValueProperty,id:9434,x:32087,y:32400,ptovrint:False,ptlb:Brightness,ptin:_Brightness,varname:_MainTexBrightness,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Multiply,id:7151,x:31084,y:32716,varname:node_7151,prsc:2|A-7319-OUT,B-6409-T;n:type:ShaderForge.SFN_Time,id:6409,x:30906,y:32836,varname:node_6409,prsc:2;n:type:ShaderForge.SFN_Append,id:7319,x:30892,y:32642,varname:node_7319,prsc:2|A-6683-OUT,B-9380-OUT;n:type:ShaderForge.SFN_ValueProperty,id:6683,x:30605,y:32575,ptovrint:False,ptlb:Main Panner X,ptin:_MainPannerX,varname:_MaskTexPannerX,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:9380,x:30605,y:32716,ptovrint:False,ptlb:Main Panner Y,ptin:_MainPannerY,varname:_MaskTexPannerY,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Add,id:514,x:31380,y:32660,varname:node_514,prsc:2|A-2745-UVOUT,B-7151-OUT;n:type:ShaderForge.SFN_Color,id:1550,x:32087,y:32195,ptovrint:False,ptlb:Main Color,ptin:_MainColor,varname:node_1550,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:6814,x:32734,y:32576,varname:node_6814,prsc:2|A-1550-RGB,B-9434-OUT,C-1348-OUT,D-7298-R,E-8297-RGB;n:type:ShaderForge.SFN_VertexColor,id:8297,x:32110,y:33517,varname:node_8297,prsc:2;n:type:ShaderForge.SFN_Multiply,id:2375,x:32759,y:33071,varname:node_2375,prsc:2|A-1550-A,B-9985-A,C-7298-R,D-8297-A;n:type:ShaderForge.SFN_TexCoord,id:6414,x:31289,y:33108,varname:node_6414,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Multiply,id:9174,x:31522,y:33574,varname:node_9174,prsc:2|A-1853-OUT,B-482-T;n:type:ShaderForge.SFN_Time,id:482,x:31298,y:33776,varname:node_482,prsc:2;n:type:ShaderForge.SFN_Append,id:1853,x:31298,y:33564,varname:node_1853,prsc:2|A-8031-OUT,B-7998-OUT;n:type:ShaderForge.SFN_ValueProperty,id:8031,x:30979,y:33487,ptovrint:False,ptlb:Sec Panner X,ptin:_SecPannerX,varname:_MainTexPannerX_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:7998,x:30979,y:33628,ptovrint:False,ptlb:Sec Panner Y,ptin:_SecPannerY,varname:_MainTexPannerY_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Add,id:5906,x:31662,y:33352,varname:node_5906,prsc:2|A-6414-UVOUT,B-9174-OUT;n:type:ShaderForge.SFN_Power,id:1348,x:32182,y:32597,varname:node_1348,prsc:2|VAL-9985-RGB,EXP-7097-OUT;n:type:ShaderForge.SFN_ValueProperty,id:7097,x:31858,y:32488,ptovrint:False,ptlb:Contrast,ptin:_Contrast,varname:node_7097,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Multiply,id:7659,x:33007,y:32805,varname:node_7659,prsc:2|A-6814-OUT,B-2375-OUT;n:type:ShaderForge.SFN_Tex2d,id:7298,x:31997,y:32944,ptovrint:False,ptlb:Mask Tex,ptin:_MaskTex,varname:node_7298,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-5906-OUT;proporder:9434-7097-1550-9985-7298-6683-9380-8031-7998;pass:END;sub:END;*/
Shader "UI_Shader/Effect/add_mask"
{
Properties
{
_Brightness ("Brightness", Float ) = 1
_Contrast ("Contrast", Float ) = 1
_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"
}
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@@ -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"
}
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