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- // Shader created with Shader Forge Beta 0.24
- // Shader Forge (c) Joachim Holmer - http://www.acegikmo.com/shaderforge/
- // Note: Manually altering this data may prevent you from opening it in Shader Forge
- /*SF_DATA;ver:0.24;sub:START;pass:START;ps:flbk:,lico:1,lgpr:1,nrmq:1,limd:1,uamb:True,mssp:True,lmpd:False,lprd:False,enco:False,frtr:True,vitr:True,dbil:False,rmgx:True,hqsc:True,hqlp:False,blpr:0,bsrc:0,bdst:0,culm:0,dpts:2,wrdp:True,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,ofsf:0,ofsu:0;n:type:ShaderForge.SFN_Final,id:1,x:32754,y:32715|diff-2-OUT;n:type:ShaderForge.SFN_Lerp,id:2,x:33061,y:32740|A-4-RGB,B-6-RGB,T-3-OUT;n:type:ShaderForge.SFN_Slider,id:3,x:33259,y:32851,ptlb:Crossfade,min:0,cur:0.406015,max:1;n:type:ShaderForge.SFN_Tex2d,id:4,x:33296,y:32461,ptlb:Primary,tex:b66bceaf0cc0ace4e9bdc92f14bba709,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:6,x:33296,y:32649,ptlb:Secondary,tex:eb6f3d7f90ac0d14186a8ea5a44e1b3e,ntxv:0,isnm:False;proporder:3-4-6;pass:END;sub:END;*/
- Shader "Shader Forge/NewShader" {
- Properties {
- _Crossfade ("Crossfade", Range(0, 1)) = 0.406015
- _Primary ("Primary", 2D) = "white" {}
- _Secondary ("Secondary", 2D) = "white" {}
- }
- SubShader {
- Tags {
- "RenderType"="Opaque"
- }
- Pass {
- Name "ForwardBase"
- 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 xbox360 ps3 flash
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform float _Crossfade;
- uniform sampler2D _Primary; uniform float4 _Primary_ST;
- uniform sampler2D _Secondary; uniform float4 _Secondary_ST;
- 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.posWorld = mul(_Object2World, v.vertex);
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- fixed4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- /////// Normals:
- float3 normalDirection = i.normalDir;
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- /////// Diffuse:
- float NdotL = dot( normalDirection, lightDirection );
- float3 diffuse = max( 0.0, NdotL) * attenColor + UNITY_LIGHTMODEL_AMBIENT.xyz;
- float3 finalColor = 0;
- float3 diffuseLight = diffuse;
- float2 node_10 = i.uv0;
- finalColor += diffuseLight * lerp(tex2D(_Primary,TRANSFORM_TEX(node_10.rg, _Primary)).rgb,tex2D(_Secondary,TRANSFORM_TEX(node_10.rg, _Secondary)).rgb,_Crossfade);
- /// Final Color:
- return fixed4(finalColor,1);
- }
- ENDCG
- }
- Pass {
- Name "ForwardAdd"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
- Fog { Color (0,0,0,0) }
- 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 xbox360 ps3 flash
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform float _Crossfade;
- uniform sampler2D _Primary; uniform float4 _Primary_ST;
- uniform sampler2D _Secondary; uniform float4 _Secondary_ST;
- 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.posWorld = mul(_Object2World, v.vertex);
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- fixed4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- /////// Normals:
- float3 normalDirection = i.normalDir;
- float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- /////// Diffuse:
- float NdotL = dot( normalDirection, lightDirection );
- float3 diffuse = max( 0.0, NdotL) * attenColor;
- float3 finalColor = 0;
- float3 diffuseLight = diffuse;
- float2 node_11 = i.uv0;
- finalColor += diffuseLight * lerp(tex2D(_Primary,TRANSFORM_TEX(node_11.rg, _Primary)).rgb,tex2D(_Secondary,TRANSFORM_TEX(node_11.rg, _Secondary)).rgb,_Crossfade);
- /// Final Color:
- return fixed4(finalColor * 1,0);
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
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