// 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_2" { Properties { _dif ("dif", 2D) = "white" {} _node_1852_copy_copy ("node_1852_copy_copy", 2D) = "white" {} _node_5257 ("node_5257", Range(0, 1)) = 0.01398643 _node_9907 ("node_9907", 2D) = "white" {} _node_6679 ("node_6679", Range(0, 6)) = 0 _node_9423 ("node_9423", Color) = (0.5,0.5,0.5,1) _node_670 ("node_670", Range(-2, 2)) = 0 _node_8544 ("node_8544", 2D) = "white" {} [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 sampler2D _node_1852_copy_copy; uniform float4 _node_1852_copy_copy_ST; uniform float _node_5257; uniform sampler2D _node_9907; uniform float4 _node_9907_ST; uniform float _node_6679; uniform float4 _node_9423; uniform float _node_670; uniform sampler2D _node_8544; uniform float4 _node_8544_ST; 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_9907_var = tex2D(_node_9907,TRANSFORM_TEX(i.uv0, _node_9907)); float4 node_4366 = _Time + _TimeEditor; float2 node_3032 = ((i.uv0*float2(1,1))+node_4366.g*float2(0.01,0.2)); float4 _node_1852_copy_copy_var = tex2D(_node_1852_copy_copy,TRANSFORM_TEX(node_3032, _node_1852_copy_copy)); float2 node_7184 = (((i.uv0*float2(1,1))+(_node_1852_copy_copy_var.b*_node_5257))+_node_670*float2(0,1)); float4 _dif_var = tex2D(_dif,TRANSFORM_TEX(node_7184, _dif)); float3 emissive = (_node_9423.rgb*(_node_9907_var.rgb*(_dif_var.rgb*i.vertexColor.rgb))); float3 finalColor = emissive; float4 _node_8544_var = tex2D(_node_8544,TRANSFORM_TEX(i.uv0, _node_8544)); fixed4 finalRGBA = fixed4(finalColor,(((_dif_var.a*i.vertexColor.a)*_node_6679)*_node_8544_var.a)); UNITY_APPLY_FOG_COLOR(i.fogCoord, finalRGBA, fixed4(0.597859,0.8083954,0.8382353,1)); return finalRGBA; } ENDCG } } Fallback "Zhanyou/Particles/AdditiveAlphaWrite" CustomEditor "ShaderForgeMaterialInspector" }