// 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/ // Note: Manually altering this data may prevent you from opening it in Shader Forge 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Shader "Shader Forge/yuan" { Properties { _dif ("dif", 2D) = "white" {} _silie_qiangdu ("silie_qiangdu", Range(0, 1)) = 0 _niuqu_01 ("niuqu_01", 2D) = "white" {} _niuqu_qiangdu ("niuqu_qiangdu", Range(0, 1)) = 0.2150034 _silie_tietu ("silie_tietu", 2D) = "white" {} _silie_tietu_niuqu ("silie_tietu_niuqu", 2D) = "white" {} _color ("color", Color) = (0.5,0.5,0.5,1) [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha One ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _TimeEditor; uniform sampler2D _dif; uniform float4 _dif_ST; uniform float _silie_qiangdu; uniform sampler2D _niuqu_01; uniform float4 _niuqu_01_ST; uniform float _niuqu_qiangdu; uniform sampler2D _silie_tietu; uniform float4 _silie_tietu_ST; uniform sampler2D _silie_tietu_niuqu; uniform float4 _silie_tietu_niuqu_ST; uniform float4 _color; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 vertexColor : COLOR; UNITY_FOG_COORDS(1) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; 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) : COLOR { ////// Lighting: ////// Emissive: float4 node_7439 = _Time + _TimeEditor; float2 node_3032 = ((i.uv0*float2(0.5,0.5))+node_7439.g*float2(0.2,0.1)); float4 _niuqu_01_var = tex2D(_niuqu_01,TRANSFORM_TEX(node_3032, _niuqu_01)); float2 node_7184 = (((i.uv0*float2(1,1))+(_niuqu_01_var.b*_niuqu_qiangdu))+node_7439.g*float2(0,0)); float4 _dif_var = tex2D(_dif,TRANSFORM_TEX(node_7184, _dif)); float3 emissive = (_color.rgb*_dif_var.rgb); float3 finalColor = emissive; float2 node_8965 = ((i.uv0*float2(1,1))+node_7439.g*float2(0.01,0.01)); float4 _silie_tietu_niuqu_var = tex2D(_silie_tietu_niuqu,TRANSFORM_TEX(node_8965, _silie_tietu_niuqu)); float2 node_255 = (0.1*(_silie_tietu_niuqu_var.r+(i.uv0*float2(1,1)))); float4 _silie_tietu_var = tex2D(_silie_tietu,TRANSFORM_TEX(node_255, _silie_tietu)); float node_3879_if_leA = step(_silie_tietu_var.b,_silie_qiangdu); float node_3879_if_leB = step(_silie_qiangdu,_silie_tietu_var.b); float node_5362 = 1.0; fixed4 finalRGBA = fixed4(finalColor,((_dif_var.b*lerp((node_3879_if_leA*0.0)+(node_3879_if_leB*node_5362),node_5362,node_3879_if_leA*node_3879_if_leB))*i.vertexColor.a)); UNITY_APPLY_FOG_COLOR(i.fogCoord, finalRGBA, fixed4(0.597859,0.8083954,0.8382353,1)); return finalRGBA; } ENDCG } } Fallback "Zhanyou/Particles/AdditiveAlphaWriteMask" CustomEditor "ShaderForgeMaterialInspector" }