// 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" }