Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- // Shader created with Shader Forge Alpha 0.14
- // Shader Forge (c) Joachim 'Acegikmo' Holmer
- // Note: Manually altering this data may prevent you from opening it in Shader Forge
- /*SF_DATA;ver:0.14;sub:START;pass:START;ps:lgpr:1,nrmq:1,limd:2,blpr:0,bsrc:0,bdst:0,culm:0,dpts:2,wrdp:True,uamb:True,ufog:True,aust:True,igpj:False,qofs:0,lico:1,qpre:1,flbk:,rntp:1,lmpd:False,enco:False,frtr:True,vitr:True,dbil:False;n:type:ShaderForge.SFN_Final,id:1,x:32800,y:32873|diff-7-OUT;n:type:ShaderForge.SFN_Tex2d,id:2,x:33317,y:32975,ptlb:Blue,tex:dcbe0f5e4c511a94e9a65b53092648b3;n:type:ShaderForge.SFN_Tex2d,id:3,x:33317,y:33301,ptlb:Red,tex:7be5d732f0e25784d9e4dbffa1086170;n:type:ShaderForge.SFN_FragmentPosition,id:5,x:33317,y:32828;n:type:ShaderForge.SFN_If,id:7,x:33042,y:32873|A-130-OUT,B-5-X,GT-2-RGB,EQ-12-RGB,LT-3-RGB;n:type:ShaderForge.SFN_Color,id:12,x:33317,y:33121,ptlb:node_12,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Slider,id:23,x:33531,y:32706,ptlb:Wipe,min:-1,cur:0,max:1;n:type:ShaderForge.SFN_Multiply,id:125,x:33943,y:32533;n:type:ShaderForge.SFN_Tex2d,id:128,x:33699,y:32828,ptlb:Wipe Tex;n:type:ShaderForge.SFN_Clamp01,id:129,x:33503,y:32828|IN-128-R;n:type:ShaderForge.SFN_Multiply,id:130,x:33317,y:32701|A-23-OUT,B-129-OUT;proporder:2-3-12-23-128;pass:END;sub:END;*/
- Shader "Shader Forge/Wipe_test 2" {
- Properties {
- _Blue ("Blue", 2D) = "white" {}
- _Red ("Red", 2D) = "white" {}
- _node12 ("node_12", Color) = (1,1,1,1)
- _Wipe ("Wipe", Range(-1, 1)) = -1
- _WipeTex ("Wipe Tex", 2D) = "white" {}
- }
- SubShader {
- Tags {
- "RenderType"="Opaque"
- }
- Pass {
- Tags {
- "LightMode"="ForwardBase"
- }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #pragma multi_compile_fwdbase_fullshadows
- #pragma exclude_renderers gles xbox360 ps3 flash
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform sampler2D _Blue;
- uniform sampler2D _Red;
- uniform float4 _node12;
- uniform float _Wipe;
- uniform sampler2D _WipeTex;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 uv0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float4 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- LIGHTING_COORDS(3,4)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o;
- o.uv0 = v.uv0;
- o.normalDir = mul(float4(v.normal,0), _World2Object).xyz;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- o.posWorld = mul(_Object2World, v.vertex);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- fixed4 frag(VertexOutput i) : COLOR {
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 normalDirection = normalize(i.normalDir);
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 halfDirection = normalize(viewDirection+lightDirection);
- float attenuation = LIGHT_ATTENUATION(i);
- float3 lambert = max( 0.0, dot(normalDirection,lightDirection ));
- lambert *= _LightColor0.xyz*attenuation;
- float3 lightFinal = lambert + UNITY_LIGHTMODEL_AMBIENT.xyz;
- float2 node_135 = i.uv0;
- float node_7_if_leA = step((_Wipe*saturate(tex2D(_WipeTex,node_135.rg).r)),i.posWorld.r);
- float node_7_if_leB = step(i.posWorld.r,(_Wipe*saturate(tex2D(_WipeTex,node_135.rg).r)));
- return fixed4(lightFinal * lerp((node_7_if_leA*tex2D(_Red,node_135.rg).rgb)+(node_7_if_leB*tex2D(_Blue,node_135.rg).rgb),_node12.rgb,node_7_if_leA*node_7_if_leB),1);
- }
- ENDCG
- }
- Pass {
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
- Fog {Mode Off}
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDADD
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #pragma multi_compile_fwdadd_fullshadows
- #pragma exclude_renderers gles xbox360 ps3 flash
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform sampler2D _Blue;
- uniform sampler2D _Red;
- uniform float4 _node12;
- uniform float _Wipe;
- uniform sampler2D _WipeTex;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 uv0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float4 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- LIGHTING_COORDS(3,4)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o;
- o.uv0 = v.uv0;
- o.normalDir = mul(float4(v.normal,0), _World2Object).xyz;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- o.posWorld = mul(_Object2World, v.vertex);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- fixed4 frag(VertexOutput i) : COLOR {
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 normalDirection = normalize(i.normalDir);
- float3 lightDirection;
- if (0.0 == _WorldSpaceLightPos0.w){
- lightDirection = normalize( _WorldSpaceLightPos0.xyz );
- } else {
- lightDirection = normalize( _WorldSpaceLightPos0 - i.posWorld.xyz );
- }
- float3 halfDirection = normalize(viewDirection+lightDirection);
- float attenuation = LIGHT_ATTENUATION(i);
- float3 lambert = max( 0.0, dot(normalDirection,lightDirection ));
- lambert *= _LightColor0.xyz*attenuation;
- float3 lightFinal = lambert;
- float2 node_136 = i.uv0;
- float node_7_if_leA = step((_Wipe*saturate(tex2D(_WipeTex,node_136.rg).r)),i.posWorld.r);
- float node_7_if_leB = step(i.posWorld.r,(_Wipe*saturate(tex2D(_WipeTex,node_136.rg).r)));
- return fixed4(lightFinal * lerp((node_7_if_leA*tex2D(_Red,node_136.rg).rgb)+(node_7_if_leB*tex2D(_Blue,node_136.rg).rgb),_node12.rgb,node_7_if_leA*node_7_if_leB),1);
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement