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  1. // Shader created with Shader Forge Alpha 0.14
  2. // Shader Forge (c) Joachim 'Acegikmo' Holmer
  3. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  4. /*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;*/
  5.  
  6. Shader "Shader Forge/Wipe_test 2" {
  7. Properties {
  8. _Blue ("Blue", 2D) = "white" {}
  9. _Red ("Red", 2D) = "white" {}
  10. _node12 ("node_12", Color) = (1,1,1,1)
  11. _Wipe ("Wipe", Range(-1, 1)) = -1
  12. _WipeTex ("Wipe Tex", 2D) = "white" {}
  13. }
  14. SubShader {
  15. Tags {
  16. "RenderType"="Opaque"
  17. }
  18. Pass {
  19. Tags {
  20. "LightMode"="ForwardBase"
  21. }
  22.  
  23. CGPROGRAM
  24. #pragma vertex vert
  25. #pragma fragment frag
  26. #define UNITY_PASS_FORWARDBASE
  27. #include "UnityCG.cginc"
  28. #include "AutoLight.cginc"
  29. #pragma multi_compile_fwdbase_fullshadows
  30. #pragma exclude_renderers gles xbox360 ps3 flash
  31. #pragma target 3.0
  32. uniform float4 _LightColor0;
  33. uniform sampler2D _Blue;
  34. uniform sampler2D _Red;
  35. uniform float4 _node12;
  36. uniform float _Wipe;
  37. uniform sampler2D _WipeTex;
  38. struct VertexInput {
  39. float4 vertex : POSITION;
  40. float3 normal : NORMAL;
  41. float4 uv0 : TEXCOORD0;
  42. };
  43. struct VertexOutput {
  44. float4 pos : SV_POSITION;
  45. float4 uv0 : TEXCOORD0;
  46. float4 posWorld : TEXCOORD1;
  47. float3 normalDir : TEXCOORD2;
  48. LIGHTING_COORDS(3,4)
  49. };
  50. VertexOutput vert (VertexInput v) {
  51. VertexOutput o;
  52. o.uv0 = v.uv0;
  53. o.normalDir = mul(float4(v.normal,0), _World2Object).xyz;
  54. o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
  55. o.posWorld = mul(_Object2World, v.vertex);
  56. TRANSFER_VERTEX_TO_FRAGMENT(o)
  57. return o;
  58. }
  59. fixed4 frag(VertexOutput i) : COLOR {
  60. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  61. float3 normalDirection = normalize(i.normalDir);
  62. float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
  63. float3 halfDirection = normalize(viewDirection+lightDirection);
  64. float attenuation = LIGHT_ATTENUATION(i);
  65. float3 lambert = max( 0.0, dot(normalDirection,lightDirection ));
  66. lambert *= _LightColor0.xyz*attenuation;
  67. float3 lightFinal = lambert + UNITY_LIGHTMODEL_AMBIENT.xyz;
  68. float2 node_135 = i.uv0;
  69. float node_7_if_leA = step((_Wipe*saturate(tex2D(_WipeTex,node_135.rg).r)),i.posWorld.r);
  70. float node_7_if_leB = step(i.posWorld.r,(_Wipe*saturate(tex2D(_WipeTex,node_135.rg).r)));
  71. 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);
  72. }
  73. ENDCG
  74. }
  75. Pass {
  76. Tags {
  77. "LightMode"="ForwardAdd"
  78. }
  79. Blend One One
  80.  
  81. Fog {Mode Off}
  82. CGPROGRAM
  83. #pragma vertex vert
  84. #pragma fragment frag
  85. #define UNITY_PASS_FORWARDADD
  86. #include "UnityCG.cginc"
  87. #include "AutoLight.cginc"
  88. #pragma multi_compile_fwdadd_fullshadows
  89. #pragma exclude_renderers gles xbox360 ps3 flash
  90. #pragma target 3.0
  91. uniform float4 _LightColor0;
  92. uniform sampler2D _Blue;
  93. uniform sampler2D _Red;
  94. uniform float4 _node12;
  95. uniform float _Wipe;
  96. uniform sampler2D _WipeTex;
  97. struct VertexInput {
  98. float4 vertex : POSITION;
  99. float3 normal : NORMAL;
  100. float4 uv0 : TEXCOORD0;
  101. };
  102. struct VertexOutput {
  103. float4 pos : SV_POSITION;
  104. float4 uv0 : TEXCOORD0;
  105. float4 posWorld : TEXCOORD1;
  106. float3 normalDir : TEXCOORD2;
  107. LIGHTING_COORDS(3,4)
  108. };
  109. VertexOutput vert (VertexInput v) {
  110. VertexOutput o;
  111. o.uv0 = v.uv0;
  112. o.normalDir = mul(float4(v.normal,0), _World2Object).xyz;
  113. o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
  114. o.posWorld = mul(_Object2World, v.vertex);
  115. TRANSFER_VERTEX_TO_FRAGMENT(o)
  116. return o;
  117. }
  118. fixed4 frag(VertexOutput i) : COLOR {
  119. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  120. float3 normalDirection = normalize(i.normalDir);
  121. float3 lightDirection;
  122. if (0.0 == _WorldSpaceLightPos0.w){
  123. lightDirection = normalize( _WorldSpaceLightPos0.xyz );
  124. } else {
  125. lightDirection = normalize( _WorldSpaceLightPos0 - i.posWorld.xyz );
  126. }
  127. float3 halfDirection = normalize(viewDirection+lightDirection);
  128. float attenuation = LIGHT_ATTENUATION(i);
  129. float3 lambert = max( 0.0, dot(normalDirection,lightDirection ));
  130. lambert *= _LightColor0.xyz*attenuation;
  131. float3 lightFinal = lambert;
  132. float2 node_136 = i.uv0;
  133. float node_7_if_leA = step((_Wipe*saturate(tex2D(_WipeTex,node_136.rg).r)),i.posWorld.r);
  134. float node_7_if_leB = step(i.posWorld.r,(_Wipe*saturate(tex2D(_WipeTex,node_136.rg).r)));
  135. 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);
  136. }
  137. ENDCG
  138. }
  139. }
  140. FallBack "Diffuse"
  141. }
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