Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- // Shader created with Shader Forge Beta 0.17
- // Shader Forge (c) Joachim 'Acegikmo' Holmer
- // Note: Manually altering this data may prevent you from opening it in Shader Forge
- /*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;*/
- Shader "Shader Forge/Test" {
- Properties {
- _node350 ("node_350", 2D) = "white" {}
- _node365 ("node_365", 2D) = "white" {}
- }
- SubShader {
- Tags {
- "IgnoreProjector"="True"
- "Queue"="Transparent"
- "RenderType"="Transparent"
- }
- Pass {
- Name "ForwardBase"
- Tags {
- "LightMode"="ForwardBase"
- }
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #include "UnityCG.cginc"
- #pragma multi_compile_fwdbase
- #pragma exclude_renderers xbox360 ps3 flash
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform float4 _TimeEditor;
- uniform sampler2D _node350; uniform float4 _node350_ST;
- uniform sampler2D _node365; uniform float4 _node365_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;
- };
- 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);
- return o;
- }
- fixed4 frag(VertexOutput i) : COLOR {
- float3 normalDirection = normalize(i.normalDir);
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- ////// Lighting:
- float attenuation = 1;
- float3 attenColor = attenuation * _LightColor0.xyz;
- /////// Diffuse:
- float NdotL = dot( normalDirection, lightDirection );
- float3 diffuse = max( 0.0, NdotL) * attenColor + UNITY_LIGHTMODEL_AMBIENT.xyz;
- float2 node_357 = i.uv0;
- float4 node_399 = _Time + _TimeEditor;
- 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;
- /// Final Color:
- return fixed4(finalColor,1);
- }
- ENDCG
- }
- Pass {
- Name "ForwardAdd"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
- ZWrite Off
- 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
- #pragma exclude_renderers xbox360 ps3 flash
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform float4 _TimeEditor;
- uniform sampler2D _node350; uniform float4 _node350_ST;
- uniform sampler2D _node365; uniform float4 _node365_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 {
- float3 normalDirection = normalize(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;
- float2 node_357 = i.uv0;
- float4 node_399 = _Time + _TimeEditor;
- 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;
- /// Final Color:
- return fixed4(finalColor * 1,0);
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement