OvertakingLegend/Assets/Shader/Alpha_Custom Data.shader

295 lines
37 KiB
GLSL

// Shader created with Shader Forge v1.38
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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ype:ShaderForge.SFN_OneMinus,id:1978,x:33883,y:33469,varname:node_1978,prsc:2|IN-882-OUT;n:type:ShaderForge.SFN_Multiply,id:1401,x:30196,y:33672,varname:node_1401,prsc:2|A-9887-OUT,B-9565-OUT;n:type:ShaderForge.SFN_Pi,id:9565,x:30023,y:33740,varname:node_9565,prsc:2;n:type:ShaderForge.SFN_Divide,id:1114,x:30399,y:33696,varname:node_1114,prsc:2|A-1401-OUT,B-7358-OUT;n:type:ShaderForge.SFN_Vector1,id:7358,x:30094,y:33851,varname:node_7358,prsc:2,v1:180;n:type:ShaderForge.SFN_ValueProperty,id:9887,x:29990,y:33672,ptovrint:False,ptlb:Mask_R,ptin:_Mask_R,varname:node_9887,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Rotator,id:1056,x:31760,y:33267,varname:node_1056,prsc:2|UVIN-1591-OUT,ANG-1114-OUT;n:type:ShaderForge.SFN_ValueProperty,id:3462,x:31762,y:32045,ptovrint:False,ptlb:Ramp_R,ptin:_Ramp_R,varname:node_3462,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Multiply,id:6354,x:31968,y:32061,varname:node_6354,prsc:2|A-3462-OUT,B-5691-OUT;n:type:ShaderForge.SFN_Pi,id:5691,x:31795,y:32129,varname:node_5691,prsc:2;n:type:ShaderForge.SFN_Divide,id:1153,x:32171,y:32085,varname:node_1153,prsc:2|A-6354-OUT,B-9914-OUT;n:type:ShaderForge.SFN_Vector1,id:9914,x:31866,y:32240,varname:node_9914,prsc:2,v1:180;n:type:ShaderForge.SFN_TexCoord,id:3829,x:32205,y:31728,varname:node_3829,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Rotator,id:9892,x:32504,y:31857,varname:node_9892,prsc:2|UVIN-3829-UVOUT,ANG-1153-OUT;n:type:ShaderForge.SFN_Add,id:1077,x:33497,y:32319,varname:node_1077,prsc:2|A-7169-OUT,B-3311-OUT;n:type:ShaderForge.SFN_SwitchProperty,id:3311,x:33294,y:32611,ptovrint:False,ptlb:Fre_ad,ptin:_Fre_ad,varname:node_3311,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-6149-OUT,B-7793-OUT;n:type:ShaderForge.SFN_Vector1,id:6149,x:32992,y:32616,varname:node_6149,prsc:2,v1:0;n:type:ShaderForge.SFN_Color,id:4365,x:32845,y:32682,ptovrint:False,ptlb:Fre_color,ptin:_Fre_color,varname:node_4365,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Multiply,id:7793,x:33112,y:32681,varname:node_7793,prsc:2|A-4365-RGB,B-3016-OUT;n:type:ShaderForge.SFN_SwitchProperty,id:7402,x:31704,y:32832,ptovrint:False,ptlb:mask_Pan,ptin:_mask_Pan,varname:node_7402,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-1056-UVOUT,B-358-OUT;n:type:ShaderForge.SFN_Add,id:2799,x:31901,y:32779,varname:node_2799,prsc:2|A-7402-OUT,B-1056-UVOUT;proporder:5485-3492-4275-1785-3569-8092-899-6694-8806-272-9887-7234-773-1871-8297-6339-6120-4983-6474-1521-1308-6155-5123-7867-7412-4776-7786-9931-3462-5685-24-3016-8418-5590-3179-9339-6861-4622-632-9301-4047-5041-2473-321-5368-3311-4365-7402;pass:END;sub:END;*/
Shader "FX/Alpha_Custom Data" {
Properties {
_Textures ("Textures贴图", 2D) = "white" {}
_Rotator ("Rotator", Float ) = 0
[MaterialToggle] _TextureAlpha ("TextureAlpha", Float ) = 0
[MaterialToggle] _PanUV ("PanUV勾上后控制ZW_uv动画", Float ) = 0
[HDR]_Color ("Color", Color) = (1,1,1,1)
_USpeed ("U Speed", Float ) = 0
_VSpeed ("V Speed", Float ) = 0
_SoftPower ("SoftPower地面切边", Float ) = 1
[MaterialToggle] _SoftParticle ("SoftParticle切边开关", Float ) = 0
_OpacityTextures ("Opacity Textures", 2D) = "white" {}
_Mask_R ("Mask_R", Float ) = 0
[MaterialToggle] _MaskTex ("Mask Tex", Float ) = 0
_OpacityU_Speed ("OpacityU_Speed", Float ) = 0
_OpacityV_Speed ("OpacityV_Speed", Float ) = 0
_Disslov ("Disslov", 2D) = "white" {}
[MaterialToggle] _Dissolve ("Dissolve勾上后控制X_溶解", Float ) = 0
_Smoot ("Smoot溶解平滑度", Float ) = 0
[MaterialToggle] _DissOrPower ("DissOrPower", Float ) = 0
_DissPower ("DissPower", Float ) = 0
_Disslov_V_speed ("Disslov_V_speed", Float ) = 0
_Disslov_U_speed ("Disslov_U_speed", Float ) = 0
_Rotator_Disslov ("Rotator_Disslov", Float ) = 0
_niuqu_Tex ("niuqu_Tex扭曲纹理", 2D) = "white" {}
_NIUQU ("NIUQU", Float ) = 0
_N_U_Speed ("N_U_Speed", Float ) = 0
_N_V_Speed ("N_V_Speed", Float ) = 0
[MaterialToggle] _NiuQUDiss ("NiuQUDiss", Float ) = 0
_RampColor ("RampColor", 2D) = "white" {}
_Ramp_R ("Ramp_R", Float ) = 0
_BackFacePower ("BackFacePower", Float ) = 1
[MaterialToggle] _FresnelOp ("Fresnel Op边缘发光", Float ) = 0
[MaterialToggle] _Fresnel_Oneminus ("Fresnel_Oneminus边缘发光", Float ) = 0
_FresnelPower (" Fresnel Power", Float ) = 0
_VertexT ("VertexT", 2D) = "white" {}
[MaterialToggle] _VerTexOffest ("VerTexOffest勾上后控制Y_顶点位移", Float ) = 0
_VertexPower ("VertexPower", Vector) = (1,1,1,0)
_VPan_U ("VPan_U", Float ) = 0
_VPan_V ("VPan_V", Float ) = 0
_MaskTextures ("MaskTextures遮罩", 2D) = "white" {}
_mask_niuqu ("mask_niuqu", 2D) = "white" {}
_NIUQU_mask ("NIUQU_mask", Float ) = 0
_mask_niuqu_Speed_u ("mask_niuqu_Speed_u", Float ) = 0
_mask_niuqu_Speed_v ("mask_niuqu_Speed_v", Float ) = 0
[MaterialToggle] _mask_niuqu_off ("mask_niuqu_off", Float ) = 0
_yuhua_power ("yuhua_power", Float ) = 0
[MaterialToggle] _Fre_ad ("Fre_ad", Float ) = 0
[HDR]_Fre_color ("Fre_color", Color) = (0.5,0.5,0.5,1)
[MaterialToggle] _mask_Pan ("mask_Pan", Float ) = 0
[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
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
//#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _CameraDepthTexture;
uniform sampler2D _Textures; uniform float4 _Textures_ST;
uniform float4 _Color;
uniform fixed _TextureAlpha;
uniform fixed _SoftParticle;
uniform float _USpeed;
uniform float _VSpeed;
uniform fixed _MaskTex;
uniform sampler2D _OpacityTextures; uniform float4 _OpacityTextures_ST;
uniform float _FresnelPower;
uniform fixed _FresnelOp;
uniform fixed _Dissolve;
uniform fixed _PanUV;
uniform float _BackFacePower;
uniform sampler2D _niuqu_Tex; uniform float4 _niuqu_Tex_ST;
uniform float _NIUQU;
uniform float _Rotator;
uniform sampler2D _RampColor; uniform float4 _RampColor_ST;
uniform sampler2D _Disslov; uniform float4 _Disslov_ST;
uniform float _DissPower;
uniform float _Smoot;
uniform float _SoftPower;
uniform fixed _DissOrPower;
uniform fixed _NiuQUDiss;
uniform sampler2D _VertexT; uniform float4 _VertexT_ST;
uniform float4 _VertexPower;
uniform float _VPan_U;
uniform float _VPan_V;
uniform fixed _VerTexOffest;
uniform float _OpacityU_Speed;
uniform float _OpacityV_Speed;
uniform sampler2D _MaskTextures; uniform float4 _MaskTextures_ST;
uniform float _N_U_Speed;
uniform float _N_V_Speed;
uniform fixed _Fresnel_Oneminus;
uniform float _Disslov_U_speed;
uniform float _Disslov_V_speed;
uniform float _Rotator_Disslov;
uniform sampler2D _mask_niuqu; uniform float4 _mask_niuqu_ST;
uniform float _NIUQU_mask;
uniform float _mask_niuqu_Speed_u;
uniform float _mask_niuqu_Speed_v;
uniform fixed _mask_niuqu_off;
uniform float _yuhua_power;
uniform float _Mask_R;
uniform float _Ramp_R;
uniform fixed _Fre_ad;
uniform float4 _Fre_color;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float3 normalDir : TEXCOORD3;
float4 vertexColor : COLOR;
float4 projPos : TEXCOORD4;
UNITY_FOG_COORDS(5)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.vertexColor = v.vertexColor;
o.normalDir = UnityObjectToWorldNormal(v.normal);
float4 node_6902 = _Time;
float2 node_6227 = float2(((_VPan_U*node_6902.g)+o.uv0.r),(o.uv0.g+(node_6902.g*_VPan_V)));
float4 _VertexT_var = tex2Dlod(_VertexT,float4(TRANSFORM_TEX(node_6227, _VertexT),0.0,0));
v.vertex.xyz += lerp( 0.0, (_VertexT_var.rgb*_VertexPower.rgb*v.normal*o.uv1.g), _VerTexOffest );
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
o.projPos = ComputeScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z);
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
float partZ = max(0,i.projPos.z - _ProjectionParams.g);
////// Lighting:
////// Emissive:
float node_9892_ang = ((_Ramp_R*3.141592654)/180.0);
float node_9892_spd = 1.0;
float node_9892_cos = cos(node_9892_spd*node_9892_ang);
float node_9892_sin = sin(node_9892_spd*node_9892_ang);
float2 node_9892_piv = float2(0.5,0.5);
float2 node_9892 = (mul(i.uv0-node_9892_piv,float2x2( node_9892_cos, -node_9892_sin, node_9892_sin, node_9892_cos))+node_9892_piv);
float4 _RampColor_var = tex2D(_RampColor,TRANSFORM_TEX(node_9892, _RampColor));
float node_3814_ang = ((_Rotator*3.141592654)/180.0);
float node_3814_spd = 1.0;
float node_3814_cos = cos(node_3814_spd*node_3814_ang);
float node_3814_sin = sin(node_3814_spd*node_3814_ang);
float2 node_3814_piv = float2(0.5,0.5);
float4 node_3610 = _Time;
float2 node_358 = (i.uv0+float2(i.uv1.b,i.uv1.a));
float4 node_7090 = _Time;
float2 node_5002 = float2(((_N_U_Speed*node_7090.g)+i.uv0.r),(i.uv0.g+(node_7090.g*_N_V_Speed)));
float4 _niuqu_Tex_var = tex2D(_niuqu_Tex,TRANSFORM_TEX(node_5002, _niuqu_Tex));
float node_2201 = (_niuqu_Tex_var.r*_NIUQU);
float2 node_3814 = (mul((lerp( float2(((_USpeed*node_3610.g)+i.uv0.r),(i.uv0.g+(node_3610.g*_VSpeed))), node_358, _PanUV )+node_2201)-node_3814_piv,float2x2( node_3814_cos, -node_3814_sin, node_3814_sin, node_3814_cos))+node_3814_piv);
float4 _Textures_var = tex2D(_Textures,TRANSFORM_TEX(node_3814, _Textures));
float3 node_8018 = (_Color.rgb*_Textures_var.rgb*i.vertexColor.rgb);
float node_6208 = (1.0 - pow(1.0-max(0,dot(normalDirection, viewDirection)),_FresnelPower));
float _Fresnel_Oneminus_var = lerp( node_6208, (1.0 - node_6208), _Fresnel_Oneminus );
float3 emissive = ((_RampColor_var.rgb*lerp((node_8018*_BackFacePower),node_8018,isFrontFace))+lerp( 0.0, (_Fre_color.rgb*_Fresnel_Oneminus_var), _Fre_ad ));
float3 finalColor = emissive;
float _TextureAlpha_var = lerp( _Textures_var.r, _Textures_var.a, _TextureAlpha );
float node_1056_ang = ((_Mask_R*3.141592654)/180.0);
float node_1056_spd = 1.0;
float node_1056_cos = cos(node_1056_spd*node_1056_ang);
float node_1056_sin = sin(node_1056_spd*node_1056_ang);
float2 node_1056_piv = float2(0.5,0.5);
float4 node_1876 = _Time;
float2 node_9150 = float2(((_mask_niuqu_Speed_u*node_1876.g)+i.uv0.r),(i.uv0.g+(node_1876.g*_mask_niuqu_Speed_v)));
float4 _mask_niuqu_var = tex2D(_mask_niuqu,TRANSFORM_TEX(node_9150, _mask_niuqu));
float4 node_2775 = _Time;
float2 node_1056 = (mul((lerp( 0.0, (_mask_niuqu_var.r*_NIUQU_mask), _mask_niuqu_off )+float2(((_OpacityU_Speed*node_2775.g)+i.uv0.r),(i.uv0.g+(node_2775.g*_OpacityV_Speed))))-node_1056_piv,float2x2( node_1056_cos, -node_1056_sin, node_1056_sin, node_1056_cos))+node_1056_piv);
float4 _OpacityTextures_var = tex2D(_OpacityTextures,TRANSFORM_TEX(node_1056, _OpacityTextures));
float _DissOrPower_var = lerp( (1.0 - i.uv1.r), _DissPower, _DissOrPower );
float node_5378_ang = ((_Rotator_Disslov*3.141592654)/180.0);
float node_5378_spd = 1.0;
float node_5378_cos = cos(node_5378_spd*node_5378_ang);
float node_5378_sin = sin(node_5378_spd*node_5378_ang);
float2 node_5378_piv = float2(0.5,0.5);
float4 node_8509 = _Time;
float2 node_672 = float2(((_Disslov_U_speed*node_8509.g)+i.uv0.r),(i.uv0.g+(node_8509.g*_Disslov_V_speed)));
float2 node_5378 = (mul(lerp( node_672, (node_2201+node_672), _NiuQUDiss )-node_5378_piv,float2x2( node_5378_cos, -node_5378_sin, node_5378_sin, node_5378_cos))+node_5378_piv);
float4 _Disslov_var = tex2D(_Disslov,TRANSFORM_TEX(node_5378, _Disslov));
float4 _MaskTextures_var = tex2D(_MaskTextures,TRANSFORM_TEX(i.uv0, _MaskTextures));
float node_882 = pow(abs(dot(viewDirection,i.normalDir)),_yuhua_power);
fixed4 finalRGBA = fixed4(finalColor,(_Color.a*(lerp( _TextureAlpha_var, (_TextureAlpha_var*_OpacityTextures_var.r), _MaskTex )*i.vertexColor.a*lerp( 1.0, saturate((sceneZ-partZ)/_SoftPower), _SoftParticle )*lerp( 1.0, _Fresnel_Oneminus_var, _FresnelOp )*lerp( 1.0, smoothstep( _DissOrPower_var, (_DissOrPower_var+_Smoot), _Disslov_var.r ), _Dissolve ))*_MaskTextures_var.r*node_882));
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _VertexT; uniform float4 _VertexT_ST;
uniform float4 _VertexPower;
uniform float _VPan_U;
uniform float _VPan_V;
uniform fixed _VerTexOffest;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
float2 uv0 : TEXCOORD1;
float4 uv1 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.normalDir = UnityObjectToWorldNormal(v.normal);
float4 node_6902 = _Time;
float2 node_6227 = float2(((_VPan_U*node_6902.g)+o.uv0.r),(o.uv0.g+(node_6902.g*_VPan_V)));
float4 _VertexT_var = tex2Dlod(_VertexT,float4(TRANSFORM_TEX(node_6227, _VertexT),0.0,0));
v.vertex.xyz += lerp( 0.0, (_VertexT_var.rgb*_VertexPower.rgb*v.normal*o.uv1.g), _VerTexOffest );
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos( v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
//CustomEditor "ShaderForgeMaterialInspector"
}