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Main/Assets/GameAssets/RawResources/vfx/fxresources/cgjoy-HZ_Dissolution.shader
2025-01-25 04:38:09 +08:00

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// 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"
}