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  1. // Shader created with Shader Forge v1.38
  2. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  3. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  4. /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:3,spmd:1,trmd:1,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,imps:False,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:0,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,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,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:2865,x:33122,y:32669,varname:node_2865,prsc:2|emission-1334-OUT,alpha-6658-OUT,refract-2939-OUT;n:type:ShaderForge.SFN_TexCoord,id:4993,x:31375,y:32676,varname:node_4993,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Time,id:937,x:31010,y:32764,varname:node_937,prsc:2;n:type:ShaderForge.SFN_Add,id:8706,x:31590,y:32828,varname:node_8706,prsc:2|A-4993-V,B-9583-OUT;n:type:ShaderForge.SFN_Multiply,id:9583,x:31375,y:32828,varname:node_9583,prsc:2|A-937-T,B-9658-OUT;n:type:ShaderForge.SFN_Slider,id:9658,x:30950,y:32950,ptovrint:False,ptlb:Speed_of_waves,ptin:_Speed_of_waves,varname:node_9658,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-3,cur:0.6744714,max:3;n:type:ShaderForge.SFN_Multiply,id:9622,x:31807,y:32828,varname:node_9622,prsc:2|A-8706-OUT,B-2827-OUT;n:type:ShaderForge.SFN_Slider,id:2827,x:31464,y:32995,ptovrint:False,ptlb:Segments,ptin:_Segments,varname:node_2827,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-10,cur:2.866921,max:10;n:type:ShaderForge.SFN_Sin,id:5761,x:32046,y:32828,varname:node_5761,prsc:2|IN-9622-OUT;n:type:ShaderForge.SFN_Multiply,id:1334,x:32478,y:32668,varname:node_1334,prsc:2|A-5761-OUT,B-4918-OUT;n:type:ShaderForge.SFN_Tex2d,id:2750,x:32151,y:32979,ptovrint:False,ptlb:node_2295,ptin:_node_2295,varname:node_2750,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:d9491585ed9f713478acc3dfeccd24f2,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:4402,x:32037,y:32273,ptovrint:False,ptlb:Normal,ptin:_Normal,varname:node_4402,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:5004c4598b5d9534cbecc0a0917553b9,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Multiply,id:1221,x:32300,y:32401,varname:node_1221,prsc:2|A-4402-RGB,B-5761-OUT;n:type:ShaderForge.SFN_ComponentMask,id:2939,x:32584,y:32399,varname:node_2939,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-1221-OUT;n:type:ShaderForge.SFN_Multiply,id:4918,x:32478,y:32855,varname:node_4918,prsc:2|A-5030-OUT,B-7232-RGB;n:type:ShaderForge.SFN_RemapRange,id:5030,x:32334,y:32979,varname:node_5030,prsc:2,frmn:0,frmx:1,tomn:0,tomx:22|IN-2750-R;n:type:ShaderForge.SFN_ComponentMask,id:6658,x:32791,y:32838,varname:node_6658,prsc:2,cc1:0,cc2:-1,cc3:-1,cc4:-1|IN-5761-OUT;n:type:ShaderForge.SFN_Tex2d,id:7232,x:32024,y:32504,ptovrint:False,ptlb:TexColor,ptin:_TexColor,varname:node_7232,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:d9491585ed9f713478acc3dfeccd24f2,ntxv:0,isnm:False;proporder:9658-2827-4402-2750-7232;pass:END;sub:END;*/
  5.  
  6. Shader "Shader Forge/Portal_light" {
  7. Properties {
  8. _Speed_of_waves ("Speed_of_waves", Range(-3, 3)) = 0.6744714
  9. _Segments ("Segments", Range(-10, 10)) = 2.866921
  10. _Normal ("Normal", 2D) = "bump" {}
  11. _node_2295 ("node_2295", 2D) = "white" {}
  12. _TexColor ("TexColor", 2D) = "white" {}
  13. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  14. }
  15. SubShader {
  16. Tags {
  17. "IgnoreProjector"="True"
  18. "Queue"="Transparent"
  19. "RenderType"="Transparent"
  20. }
  21. GrabPass{ }
  22. Pass {
  23. Name "FORWARD"
  24. Tags {
  25. "LightMode"="ForwardBase"
  26. }
  27. Blend One One
  28. ZWrite Off
  29.  
  30. CGPROGRAM
  31. #pragma vertex vert
  32. #pragma fragment frag
  33. #define UNITY_PASS_FORWARDBASE
  34. #define _GLOSSYENV 1
  35. #include "UnityCG.cginc"
  36. #include "UnityPBSLighting.cginc"
  37. #include "UnityStandardBRDF.cginc"
  38. #pragma multi_compile_fwdbase
  39. #pragma only_renderers d3d9 d3d11 glcore gles
  40. #pragma target 3.0
  41. uniform sampler2D _GrabTexture;
  42. uniform float _Speed_of_waves;
  43. uniform float _Segments;
  44. uniform sampler2D _node_2295; uniform float4 _node_2295_ST;
  45. uniform sampler2D _Normal; uniform float4 _Normal_ST;
  46. uniform sampler2D _TexColor; uniform float4 _TexColor_ST;
  47. struct VertexInput {
  48. float4 vertex : POSITION;
  49. float3 normal : NORMAL;
  50. float2 texcoord0 : TEXCOORD0;
  51. };
  52. struct VertexOutput {
  53. float4 pos : SV_POSITION;
  54. float2 uv0 : TEXCOORD0;
  55. float4 posWorld : TEXCOORD1;
  56. float3 normalDir : TEXCOORD2;
  57. float4 projPos : TEXCOORD3;
  58. };
  59. VertexOutput vert (VertexInput v) {
  60. VertexOutput o = (VertexOutput)0;
  61. o.uv0 = v.texcoord0;
  62. o.normalDir = UnityObjectToWorldNormal(v.normal);
  63. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  64. o.pos = UnityObjectToClipPos( v.vertex );
  65. o.projPos = ComputeScreenPos (o.pos);
  66. COMPUTE_EYEDEPTH(o.projPos.z);
  67. return o;
  68. }
  69. float4 frag(VertexOutput i) : COLOR {
  70. i.normalDir = normalize(i.normalDir);
  71. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  72. float3 normalDirection = i.normalDir;
  73. float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
  74. float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal)));
  75. float4 node_937 = _Time;
  76. float node_5761 = sin(((i.uv0.g+(node_937.g*_Speed_of_waves))*_Segments));
  77. float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (_Normal_var.rgb*node_5761).rg;
  78. float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
  79. ////// Lighting:
  80. ////// Emissive:
  81. float4 _node_2295_var = tex2D(_node_2295,TRANSFORM_TEX(i.uv0, _node_2295));
  82. float4 _TexColor_var = tex2D(_TexColor,TRANSFORM_TEX(i.uv0, _TexColor));
  83. float3 emissive = (node_5761*((_node_2295_var.r*22.0+0.0)*_TexColor_var.rgb));
  84. float3 finalColor = emissive;
  85. return fixed4(lerp(sceneColor.rgb, finalColor,node_5761.r),1);
  86. }
  87. ENDCG
  88. }
  89. }
  90. FallBack "Diffuse"
  91. CustomEditor "ShaderForgeMaterialInspector"
  92. }
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