// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "HZShader/Dissolution" { Properties { _MainTex ("MainTex", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _ZiFaGuang ("ZiFaGuang", Float ) = 0.5 _Mask ("Mask", 2D) = "white" {} [MaterialToggle] _FanZhuan_Mask ("FanZhuan_Mask", Float ) = 0 _XiaoRong ("XiaoRong", Range(1, 0)) = 1 _XiaoRong_Bian ("XiaoRong_Bian", Range(0, 0.2)) = 0 _XR_color ("XR_color", Color) = (0.5,0.5,1,1) [MaterialToggle] _XR_Sceen ("XR_Sceen", Float ) = 0.5 [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 OneMinusSrcAlpha Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma exclude_renderers xbox360 xboxone ps3 ps4 psp2 #pragma target 2.0 uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform sampler2D _Mask; uniform float4 _Mask_ST; uniform float _XiaoRong; uniform float _XiaoRong_Bian; uniform float4 _XR_color; uniform float _ZiFaGuang; uniform fixed _XR_Sceen; uniform fixed _FanZhuan_Mask; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 vertexColor : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.vertexColor = v.vertexColor; o.pos = UnityObjectToClipPos(v.vertex ); return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 node_5941 = (_Color.rgb*_MainTex_var.rgb*_ZiFaGuang); float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask)); float _FanZhuan_Mask_var = lerp( _Mask_var.r, (1.0 - _Mask_var.r), _FanZhuan_Mask ); float node_1041 = (_XiaoRong*1.3); float3 emissive = (lerp(lerp( _XR_color.rgb, saturate((1.0-(1.0-node_5941)*(1.0-_XR_color.rgb))), _XR_Sceen ),node_5941,step(_FanZhuan_Mask_var,(node_1041-_XiaoRong_Bian)))*i.vertexColor.rgb); float3 finalColor = emissive; return fixed4(finalColor,(step(_FanZhuan_Mask_var,node_1041)*i.vertexColor.a*_MainTex_var.a)); } ENDCG } } FallBack "Diffuse" }