// 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 } } // SM3.0以下或者其他不兼容机子回滚到不渲染Shader SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" // 防止Shader Replace渲染这个东西 "RenderType"="NoReplace" } Pass { ColorMask 0 } } }