93 lines
3.4 KiB
Plaintext
93 lines
3.4 KiB
Plaintext
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Shader created with Shader Forge v1.27
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Optimized by Blastom
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Shader "Zhanyou/Particles/NiuquAdd" {
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Properties {
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_dif ("dif", 2D) = "white" {}
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_node_1489_copy ("node_1489_copy", 2D) = "white" {}
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_niuqu_01 ("niuqu_01", Range(0, 1)) = 0.2155751
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_alpha ("alpha", 2D) = "white" {}
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_node_6990 ("node_6990", Color) = (0.5,0.5,0.5,1)
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_Alpha ("Alpha", Range(0, 5)) = 0
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_uvSpeed("UvSpeed (xy for node_3491, zw for node_3745)", Vector) = (0.2, -0.3, 0, 0)
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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Lighting Off
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Pass {
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//BlendOp Add, Max
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Blend One One//, One One
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Cull Off
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ZWrite Off
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ColorMask RGB
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#pragma multi_compile_particles
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uniform float4 _TimeEditor;
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uniform sampler2D _dif; uniform float4 _dif_ST;
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uniform sampler2D _node_1489_copy; uniform float4 _node_1489_copy_ST;
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uniform float _niuqu_01;
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uniform sampler2D _alpha; uniform float4 _alpha_ST;
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uniform float4 _node_6990;
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uniform float _Alpha;
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uniform half4 _uvSpeed;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 texcoord0 : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertexColor : COLOR;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o;
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UNITY_INITIALIZE_OUTPUT(VertexOutput, o);
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o.uv0 = v.texcoord0;
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o.vertexColor = v.vertexColor;
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o.pos = UnityObjectToClipPos(v.vertex );
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UNITY_TRANSFER_FOG(o, o.pos);
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return o;
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}
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float4 frag(VertexOutput i) : SV_TARGET {
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float4 node_97 = _Time + _TimeEditor;
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float2 node_2777 = TRANSFORM_TEX(i.uv0, _node_1489_copy);
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float4 _node_1489_copy_var = tex2D(_node_1489_copy, node_2777 + node_97.g * _uvSpeed.xy);
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float2 node_7041 = TRANSFORM_TEX((i.uv0 + _node_1489_copy_var.g * _niuqu_01), _dif);
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float4 _dif_var = tex2D(_dif, node_7041 + node_97.g * _uvSpeed.zw);
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float _alpha_var = tex2D(_alpha, TRANSFORM_TEX(i.uv0, _alpha)).a;
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_alpha_var = saturate(_dif_var.a * _alpha_var * i.vertexColor.a * _Alpha * _node_6990.a);
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float3 finalColor = _dif_var.rgb * i.vertexColor.rgb * _node_6990.rgb * _alpha_var;
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fixed4 c = fixed4(finalColor, 0.001);
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UNITY_APPLY_FOG_COLOR(i.fogCoord, c, fixed4(0,0,0,0)); // fog towards black due to our blend mode
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return c;
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}
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ENDCG
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}
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}
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// SM3.0<EFBFBD><EFBFBD><EFBFBD>»<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݻ<EFBFBD><EFBFBD>ӻع<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȾShader
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SubShader
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{
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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// <20><>ֹShader Replace<63><65>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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"RenderType"="NoReplace"
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}
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Pass {
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ColorMask 0
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}
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}
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}
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