93 lines
3.4 KiB
Plaintext
93 lines
3.4 KiB
Plaintext
// 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/NiuquAdd" {
|
||
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 {
|
||
//BlendOp Add, Max
|
||
Blend One One//, 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 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<EFBFBD><EFBFBD><EFBFBD>»<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݻ<EFBFBD><EFBFBD>ӻع<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȾShader
|
||
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
|
||
}
|
||
}
|
||
} |