// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.35 // 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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Texture,ptin:_AlphaTexture,varname:node_4398,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-6122-OUT;n:type:ShaderForge.SFN_Multiply,id:51,x:32890,y:32938,varname:node_51,prsc:2|A-4412-OUT,B-8496-OUT;n:type:ShaderForge.SFN_Multiply,id:6642,x:32600,y:32725,varname:node_6642,prsc:2|A-9588-RGB,B-4398-RGB;n:type:ShaderForge.SFN_VertexColor,id:4289,x:32304,y:33284,varname:node_4289,prsc:2;n:type:ShaderForge.SFN_Add,id:6122,x:32133,y:33060,varname:node_6122,prsc:2|A-5312-UVOUT,B-3323-OUT;n:type:ShaderForge.SFN_TexCoord,id:5312,x:31911,y:32930,varname:node_5312,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Multiply,id:3323,x:31906,y:33154,varname:node_3323,prsc:2|A-7110-T,B-6323-OUT;n:type:ShaderForge.SFN_Time,id:7110,x:31650,y:32998,varname:node_7110,prsc:2;n:type:ShaderForge.SFN_Append,id:6323,x:31642,y:33221,varname:node_6323,prsc:2|A-3381-OUT,B-2450-OUT;n:type:ShaderForge.SFN_ValueProperty,id:3381,x:31459,y:33226,ptovrint:False,ptlb:Speed_u1,ptin:_Speed_u1,varname:node_3381,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:2450,x:31432,y:33321,ptovrint:False,ptlb:Speed_v2,ptin:_Speed_v2,varname:node_2450,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Slider,id:4412,x:32631,y:32654,ptovrint:False,ptlb:亮度,ptin:_,varname:node_4412,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:5;n:type:ShaderForge.SFN_Multiply,id:152,x:32911,y:33159,varname:node_152,prsc:2|A-4289-A,B-9041-A,C-8679-OUT;n:type:ShaderForge.SFN_Slider,id:4167,x:32349,y:33462,ptovrint:False,ptlb:alpha,ptin:_alpha,varname:node_4167,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:5;n:type:ShaderForge.SFN_Multiply,id:8679,x:32754,y:33297,varname:node_8679,prsc:2|A-9052-OUT,B-4167-OUT;n:type:ShaderForge.SFN_Multiply,id:9052,x:32634,y:33060,varname:node_9052,prsc:2|A-9588-A,B-4398-A;proporder:9041-9588-4412-3960-412-4398-3381-2450-4167;pass:END;sub:END;*/ Shader "Particles/UV Animation_alpha" { Properties { _color ("color", Color) = (0.5,0.5,0.5,1) _Texture ("Texture", 2D) = "white" {} _ ("亮度", Range(0, 5)) = 1 _Speed_U1 ("Speed_U1", Float ) = 0 _Speed_V1 ("Speed_V1", Float ) = 0 _AlphaTexture ("Alpha Texture", 2D) = "white" {} _Speed_u1 ("Speed_u1", Float ) = 0 _Speed_v2 ("Speed_v2", Float ) = 0 _alpha ("alpha", Range(0, 5)) = 1 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } LOD 100 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 only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x #pragma target 2.0 uniform float4 _TimeEditor; uniform sampler2D _Texture; uniform float4 _Texture_ST; uniform float _Speed_U1; uniform float _Speed_V1; uniform float4 _color; uniform sampler2D _AlphaTexture; uniform float4 _AlphaTexture_ST; uniform float _Speed_u1; uniform float _Speed_v2; uniform float _; uniform float _alpha; 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 ); ////// Lighting: ////// Emissive: float4 node_3610 = _Time + _TimeEditor; float2 node_8912 = (i.uv0+(node_3610.g*float2(_Speed_U1,_Speed_V1))); float4 _Texture_var = tex2D(_Texture,TRANSFORM_TEX(node_8912, _Texture)); float4 node_7110 = _Time + _TimeEditor; float2 node_6122 = (i.uv0+(node_7110.g*float2(_Speed_u1,_Speed_v2))); float4 _AlphaTexture_var = tex2D(_AlphaTexture,TRANSFORM_TEX(node_6122, _AlphaTexture)); float3 emissive = (_*((_Texture_var.rgb*_AlphaTexture_var.rgb)*_color.rgb*i.vertexColor.rgb)); float3 finalColor = emissive; return fixed4(finalColor,(i.vertexColor.a*_color.a*((_Texture_var.a*_AlphaTexture_var.a)*_alpha))); } ENDCG } } CustomEditor "ShaderForgeMaterialInspector" }