// 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/NiuquAlphaMask" { Properties { _dif ("dif", 2D) = "white" {} [HDR]_node_1068 ("node_1068", Color) = (0.5,0.5,0.5,1) _wenli ("wenli", 2D) = "white" {} _alpha ("alpha", 2D) = "white" {} _niuqu_qiangdu ("niuqu_qiangdu", Range(0, 1)) = 0 _uvSpeed("UvSpeed (xy for node_3491, zw for node_3745)", Vector) = (0, 0.5, 0, 0) } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Lighting Off Pass { //BlendOp Add, Max Blend SrcAlpha OneMinusSrcAlpha//, One One Cull Off 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 float4 _node_1068; uniform sampler2D _wenli; uniform float4 _wenli_ST; uniform float _niuqu_qiangdu; uniform half4 _uvSpeed; uniform sampler2D _alpha; uniform float4 _alpha_ST; 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_3639 = _Time + _TimeEditor; float2 node_3491 = TRANSFORM_TEX(i.uv0, _wenli); float4 _wenli_var = tex2D(_wenli, node_3491 + node_3639.g * _uvSpeed.xy); float2 node_3745 = TRANSFORM_TEX((i.uv0 + _wenli_var.rg * _niuqu_qiangdu), _dif); float4 _dif_var = tex2D(_dif, node_3745 + node_3639.g * _uvSpeed.zw); float3 emissive = _dif_var.rgb * _node_1068.rgb * 3.0 * i.vertexColor.rgb; fixed4 c = fixed4(emissive, _dif_var.a * i.vertexColor.a * _node_1068.a) * 2.0; float4 _alpha_var = tex2D(_alpha, TRANSFORM_TEX(i.uv0, _alpha)); c.a *= _alpha_var.a; UNITY_APPLY_FOG(i.fogCoord, c); 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 } } }