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  1. // Shader created with Shader Forge Beta 0.17
  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:0.17;sub:START;pass:START;ps:lgpr:1,nrmq:1,limd:1,blpr:1,bsrc:3,bdst:7,culm:0,dpts:2,wrdp:False,uamb:True,mssp:True,ufog:True,aust:True,igpj:True,qofs:0,lico:1,qpre:3,flbk:,rntp:2,lmpd:False,lprd:False,enco:False,frtr:True,vitr:True,dbil:False,rmgx:True,hqsc:True,hqlp:False,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;n:type:ShaderForge.SFN_Final,id:1,x:32764,y:32475|diff-350-RGB;n:type:ShaderForge.SFN_Tex2d,id:350,x:33090,y:32456,ptlb:node_350,tex:dbf02a4e7d0ad4945a323430e8cab9dc,ntxv:0,isnm:False|UVIN-363-OUT;n:type:ShaderForge.SFN_TexCoord,id:357,x:33637,y:32402,uv:0;n:type:ShaderForge.SFN_Sin,id:360,x:33358,y:32669|IN-364-OUT;n:type:ShaderForge.SFN_Add,id:363,x:33313,y:32423|A-357-UVOUT,B-360-OUT;n:type:ShaderForge.SFN_Distance,id:364,x:33549,y:32829|A-357-UVOUT,B-365-R;n:type:ShaderForge.SFN_Tex2d,id:365,x:33755,y:32868,ptlb:node_365,tex:28c7aad1372ff114b90d330f8a2dd938,ntxv:0,isnm:False|UVIN-396-UVOUT;n:type:ShaderForge.SFN_Panner,id:396,x:33885,y:32634,spu:1,spv:1|DIST-399-TDB;n:type:ShaderForge.SFN_Time,id:399,x:33971,y:32885;proporder:350-365;pass:END;sub:END;*/
  5.  
  6. Shader "Shader Forge/Test" {
  7. Properties {
  8. _node350 ("node_350", 2D) = "white" {}
  9. _node365 ("node_365", 2D) = "white" {}
  10. }
  11. SubShader {
  12. Tags {
  13. "IgnoreProjector"="True"
  14. "Queue"="Transparent"
  15. "RenderType"="Transparent"
  16. }
  17. Pass {
  18. Name "ForwardBase"
  19. Tags {
  20. "LightMode"="ForwardBase"
  21. }
  22. Blend SrcAlpha OneMinusSrcAlpha
  23. ZWrite Off
  24. CGPROGRAM
  25. #pragma vertex vert
  26. #pragma fragment frag
  27. #define UNITY_PASS_FORWARDBASE
  28. #include "UnityCG.cginc"
  29. #pragma multi_compile_fwdbase
  30. #pragma exclude_renderers xbox360 ps3 flash
  31. #pragma target 3.0
  32. uniform float4 _LightColor0;
  33. uniform float4 _TimeEditor;
  34. uniform sampler2D _node350; uniform float4 _node350_ST;
  35. uniform sampler2D _node365; uniform float4 _node365_ST;
  36. struct VertexInput {
  37. float4 vertex : POSITION;
  38. float3 normal : NORMAL;
  39. float4 uv0 : TEXCOORD0;
  40. };
  41. struct VertexOutput {
  42. float4 pos : SV_POSITION;
  43. float4 uv0 : TEXCOORD0;
  44. float4 posWorld : TEXCOORD1;
  45. float3 normalDir : TEXCOORD2;
  46. };
  47. VertexOutput vert (VertexInput v) {
  48. VertexOutput o;
  49. o.uv0 = v.uv0;
  50. o.normalDir = mul(float4(v.normal,0), _World2Object).xyz;
  51. o.posWorld = mul(_Object2World, v.vertex);
  52. o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
  53. return o;
  54. }
  55. fixed4 frag(VertexOutput i) : COLOR {
  56. float3 normalDirection = normalize(i.normalDir);
  57. float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
  58. ////// Lighting:
  59. float attenuation = 1;
  60. float3 attenColor = attenuation * _LightColor0.xyz;
  61. /////// Diffuse:
  62. float NdotL = dot( normalDirection, lightDirection );
  63. float3 diffuse = max( 0.0, NdotL) * attenColor + UNITY_LIGHTMODEL_AMBIENT.xyz;
  64. float2 node_357 = i.uv0;
  65. float4 node_399 = _Time + _TimeEditor;
  66. float3 finalColor = diffuse * tex2D(_node350,TRANSFORM_TEX((node_357.rg+sin(distance(node_357.rg,tex2D(_node365,TRANSFORM_TEX((i.uv0.rg+node_399.b*float2(1,1)), _node365)).r))), _node350)).rgb;
  67. /// Final Color:
  68. return fixed4(finalColor,1);
  69. }
  70. ENDCG
  71. }
  72. Pass {
  73. Name "ForwardAdd"
  74. Tags {
  75. "LightMode"="ForwardAdd"
  76. }
  77. Blend One One
  78. ZWrite Off
  79. Fog { Color (0,0,0,0) }
  80. CGPROGRAM
  81. #pragma vertex vert
  82. #pragma fragment frag
  83. #define UNITY_PASS_FORWARDADD
  84. #include "UnityCG.cginc"
  85. #include "AutoLight.cginc"
  86. #pragma multi_compile_fwdadd
  87. #pragma exclude_renderers xbox360 ps3 flash
  88. #pragma target 3.0
  89. uniform float4 _LightColor0;
  90. uniform float4 _TimeEditor;
  91. uniform sampler2D _node350; uniform float4 _node350_ST;
  92. uniform sampler2D _node365; uniform float4 _node365_ST;
  93. struct VertexInput {
  94. float4 vertex : POSITION;
  95. float3 normal : NORMAL;
  96. float4 uv0 : TEXCOORD0;
  97. };
  98. struct VertexOutput {
  99. float4 pos : SV_POSITION;
  100. float4 uv0 : TEXCOORD0;
  101. float4 posWorld : TEXCOORD1;
  102. float3 normalDir : TEXCOORD2;
  103. LIGHTING_COORDS(3,4)
  104. };
  105. VertexOutput vert (VertexInput v) {
  106. VertexOutput o;
  107. o.uv0 = v.uv0;
  108. o.normalDir = mul(float4(v.normal,0), _World2Object).xyz;
  109. o.posWorld = mul(_Object2World, v.vertex);
  110. o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
  111. TRANSFER_VERTEX_TO_FRAGMENT(o)
  112. return o;
  113. }
  114. fixed4 frag(VertexOutput i) : COLOR {
  115. float3 normalDirection = normalize(i.normalDir);
  116. float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
  117. ////// Lighting:
  118. float attenuation = LIGHT_ATTENUATION(i);
  119. float3 attenColor = attenuation * _LightColor0.xyz;
  120. /////// Diffuse:
  121. float NdotL = dot( normalDirection, lightDirection );
  122. float3 diffuse = max( 0.0, NdotL) * attenColor;
  123. float2 node_357 = i.uv0;
  124. float4 node_399 = _Time + _TimeEditor;
  125. float3 finalColor = diffuse * tex2D(_node350,TRANSFORM_TEX((node_357.rg+sin(distance(node_357.rg,tex2D(_node365,TRANSFORM_TEX((i.uv0.rg+node_399.b*float2(1,1)), _node365)).r))), _node350)).rgb;
  126. /// Final Color:
  127. return fixed4(finalColor * 1,0);
  128. }
  129. ENDCG
  130. }
  131. }
  132. FallBack "Diffuse"
  133. CustomEditor "ShaderForgeMaterialInspector"
  134. }
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