JJBB/Assets/Project/Shader/ParticleNiuquAddNoBack.shader

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2024-08-23 15:49:34 +08:00
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Shader created with Shader Forge v1.27
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Optimized by Blastom
Shader "Zhanyou/Particles/NiuquAddNoBack" {
Properties {
_dif ("dif", 2D) = "white" {}
_node_1489_copy ("node_1489_copy", 2D) = "white" {}
_niuqu_01 ("niuqu_01", Range(0, 1)) = 0.2155751
_alpha ("alpha", 2D) = "white" {}
_node_6990 ("node_6990", Color) = (0.5,0.5,0.5,1)
_Alpha ("Alpha", Range(0, 5)) = 0
_uvSpeed("UvSpeed (xy for node_3491, zw for node_3745)", Vector) = (0.2, -0.3, 0, 0)
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Lighting Off
Pass {
Blend One One
ZWrite Off
ColorMask RGB
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile_particles
uniform float4 _TimeEditor;
uniform sampler2D _dif; uniform float4 _dif_ST;
uniform sampler2D _node_1489_copy; uniform float4 _node_1489_copy_ST;
uniform float _niuqu_01;
uniform sampler2D _alpha; uniform float4 _alpha_ST;
uniform float4 _node_6990;
uniform float _Alpha;
uniform half4 _uvSpeed;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
UNITY_INITIALIZE_OUTPUT(VertexOutput, 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) : SV_TARGET {
float4 node_97 = _Time + _TimeEditor;
float2 node_2777 = TRANSFORM_TEX(i.uv0, _node_1489_copy);
float4 _node_1489_copy_var = tex2D(_node_1489_copy, node_2777 + node_97.g * _uvSpeed.xy);
float2 node_7041 = TRANSFORM_TEX((i.uv0 + _node_1489_copy_var.g * _niuqu_01), _dif);
float4 _dif_var = tex2D(_dif, node_7041 + node_97.g * _uvSpeed.zw);
float _alpha_var = tex2D(_alpha, TRANSFORM_TEX(i.uv0, _alpha)).a;
_alpha_var = saturate(_dif_var.a * _alpha_var * i.vertexColor.a * _Alpha * _node_6990.a);
float3 finalColor = _dif_var.rgb * i.vertexColor.rgb * _node_6990.rgb * _alpha_var;
fixed4 c = fixed4(finalColor, 0.001);
UNITY_APPLY_FOG_COLOR(i.fogCoord, c, fixed4(0,0,0,0)); // fog towards black due to our blend mode
return c;
}
ENDCG
}
}
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SubShader
{
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
// <20><>ֹShader Replace<63><65>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
"RenderType"="NoReplace"
}
Pass {
ColorMask 0
}
}
}