loolo78

LouisHongShader

May 1st, 2016
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  1. // Shader created with Shader Forge v1.26
  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:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:10,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,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:33104,y:32756,varname:node_3138,prsc:2|emission-4046-OUT,alpha-2439-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:31605,y:33341,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_TexCoord,id:9528,x:31925,y:32549,varname:node_9528,prsc:2,uv:0;n:type:ShaderForge.SFN_Code,id:4674,x:32355,y:33033,varname:node_4674,prsc:2,code:IAAgAGYAbABvAGEAdAAgAHQAIAA9ACAAMAAuADAAOwAKACAAIABpAGYAIAAoACgAdQB2AC4AeAAgAD4AIAAtAHcAaQBkAHQAaAAgAC8AIAAyAC4AMAAgACsAIAAwAC4ANQApACAAJgAmACAAKAB1AHYALgB4ACAAPAAgAHcAaQBkAHQAaAAgAC8AIAAyAC4AMAAgACsAIAAwAC4ANQApAAoAIAAgACAAIAAmACYAIAAoAHUAdgAuAHkAIAA+ACAALQBoAGUAaQBnAGgAdAAgAC8AIAAyAC4AMAAgACsAIAAwAC4ANQApACAAJgAmACAAKAB1AHYALgB5ACAAPAAgAGgAZQBpAGcAaAB0ACAALwAgADIALgAwACAAKwAgADAALgA1ACkAKQAgAHsACgAgACAAIAAgAHQAIAA9ACAAMQAuADAAOwAKACAAIAB9AAoAIAAgAHIAZQB0AHUAcgBuACAAZgBsAG8AYQB0ADQAKABjAG8AbABvAHIALAAgAHQAKQA7AA==,output:3,fname:OuterRectangle,width:401,height:136,input:1,input:0,input:0,input:2,input_1_label:uv,input_2_label:width,input_3_label:height,input_4_label:color|A-9528-UVOUT,B-5460-OUT,C-5460-OUT,D-7241-RGB;n:type:ShaderForge.SFN_Slider,id:6237,x:31507,y:32997,ptovrint:False,ptlb:Progress,ptin:_Progress,varname:_Progress,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.867281,max:1;n:type:ShaderForge.SFN_ComponentMask,id:4046,x:32861,y:33001,varname:node_4046,prsc:2,cc1:0,cc2:1,cc3:2,cc4:3|IN-4674-OUT;n:type:ShaderForge.SFN_Code,id:466,x:32355,y:32804,varname:node_466,prsc:2,code:IAAgAGYAbABvAGEAdAAgAHQAIAA9ACAAMAAuADAAOwAKACAAIABpAGYAIAAoACgAdQB2AC4AeAAgAD4AIAAtAHcAaQBkAHQAaAAgAC8AIAAyAC4AMAAgACsAIAAwAC4ANQApACAAJgAmACAAKAB1AHYALgB4ACAAPAAgAHcAaQBkAHQAaAAgAC8AIAAyAC4AMAAgACsAIAAwAC4ANQApAAoAIAAgACAAIAAmACYAIAAoAHUAdgAuAHkAIAA+ACAALQBoAGUAaQBnAGgAdAAgAC8AIAAyAC4AMAAgACsAIAAwAC4ANQApACAAJgAmACAAKAB1AHYALgB5ACAAPAAgAGgAZQBpAGcAaAB0ACAALwAgADIALgAwACAAKwAgADAALgA1ACkAKQAgAHsACgAgACAAIAAgAHQAIAA9ACAAMQAuADAAOwAKACAAIAB9AAoAIAAgAHIAZQB0AHUAcgBuACAAdAA7AA==,output:0,fname:InnerRectangleMask,width:403,height:176,input:1,input:0,input:0,input_1_label:uv,input_2_label:width,input_3_label:height|A-9528-UVOUT,B-3671-OUT,C-3671-OUT;n:type:ShaderForge.SFN_Slider,id:5717,x:31507,y:32836,ptovrint:False,ptlb:Stroke,ptin:_Stroke,varname:_Stroke,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.7495973,max:1;n:type:ShaderForge.SFN_Subtract,id:8970,x:32861,y:32870,varname:node_8970,prsc:2|A-4046-A,B-466-OUT;n:type:ShaderForge.SFN_Multiply,id:7630,x:32861,y:32740,varname:node_7630,prsc:2|A-8970-OUT,B-7241-A;n:type:ShaderForge.SFN_Power,id:6432,x:32515,y:32598,cmnt:Alpha Ease,varname:node_6432,prsc:2|VAL-5460-OUT,EXP-7381-OUT;n:type:ShaderForge.SFN_ValueProperty,id:7381,x:32355,y:32676,ptovrint:False,ptlb:EaseExponent,ptin:_EaseExponent,varname:_EaseExponent,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:11;n:type:ShaderForge.SFN_Multiply,id:2439,x:32861,y:32608,varname:node_2439,prsc:2|A-3724-OUT,B-7630-OUT;n:type:ShaderForge.SFN_Vector1,id:3376,x:32515,y:32459,varname:node_3376,prsc:2,v1:1;n:type:ShaderForge.SFN_Subtract,id:3724,x:32702,y:32598,varname:node_3724,prsc:2|A-3376-OUT,B-6432-OUT;n:type:ShaderForge.SFN_Multiply,id:3671,x:31902,y:32860,varname:node_3671,prsc:2|A-3082-OUT,B-5460-OUT;n:type:ShaderForge.SFN_Slider,id:3419,x:31507,y:33167,ptovrint:False,ptlb:StartingProgress,ptin:_StartingProgress,varname:_StartingProgress,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.4305451,max:1;n:type:ShaderForge.SFN_Add,id:5460,x:31862,y:33069,varname:node_5460,prsc:2|A-6237-OUT,B-3419-OUT;n:type:ShaderForge.SFN_Subtract,id:3082,x:31869,y:32717,varname:node_3082,prsc:2|A-5629-OUT,B-5717-OUT;n:type:ShaderForge.SFN_Vector1,id:5629,x:31638,y:32717,varname:node_5629,prsc:2,v1:1;proporder:7241-6237-5717-7381-3419;pass:END;sub:END;*/
  5.  
  6. Shader "Shader Forge/ExpandingRect" {
  7.     Properties {
  8.         _Color ("Color", Color) = (1,1,1,1)
  9.         _Progress ("Progress", Range(0, 1)) = 0.867281
  10.         _Stroke ("Stroke", Range(0, 1)) = 0.7495973
  11.         _EaseExponent ("EaseExponent", Float ) = 11
  12.         _StartingProgress ("StartingProgress", Range(0, 1)) = 0.4305451
  13.         [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  14.     }
  15.     SubShader {
  16.         Tags {
  17.             "IgnoreProjector"="True"
  18.             "Queue"="Transparent+10"
  19.             "RenderType"="Transparent"
  20.         }
  21.         Pass {
  22.             Name "FORWARD"
  23.             Tags {
  24.                 "LightMode"="ForwardBase"
  25.             }
  26.             Blend SrcAlpha OneMinusSrcAlpha
  27.             ZWrite Off
  28.            
  29.             CGPROGRAM
  30.             #pragma vertex vert
  31.             #pragma fragment frag
  32.             #define UNITY_PASS_FORWARDBASE
  33.             #include "UnityCG.cginc"
  34.             #pragma multi_compile_fwdbase
  35.             #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
  36.             #pragma target 3.0
  37.             uniform float4 _Color;
  38.             float4 OuterRectangle( float2 uv , float width , float height , float3 color ){
  39.               float t = 0.0;
  40.               if ((uv.x > -width / 2.0 + 0.5) && (uv.x < width / 2.0 + 0.5)
  41.                 && (uv.y > -height / 2.0 + 0.5) && (uv.y < height / 2.0 + 0.5)) {
  42.                 t = 1.0;
  43.               }
  44.               return float4(color, t);
  45.             }
  46.            
  47.             uniform float _Progress;
  48.             float InnerRectangleMask( float2 uv , float width , float height ){
  49.               float t = 0.0;
  50.               if ((uv.x > -width / 2.0 + 0.5) && (uv.x < width / 2.0 + 0.5)
  51.                 && (uv.y > -height / 2.0 + 0.5) && (uv.y < height / 2.0 + 0.5)) {
  52.                 t = 1.0;
  53.               }
  54.               return t;
  55.             }
  56.            
  57.             uniform float _Stroke;
  58.             uniform float _EaseExponent;
  59.             uniform float _StartingProgress;
  60.             struct VertexInput {
  61.                 float4 vertex : POSITION;
  62.                 float2 texcoord0 : TEXCOORD0;
  63.             };
  64.             struct VertexOutput {
  65.                 float4 pos : SV_POSITION;
  66.                 float2 uv0 : TEXCOORD0;
  67.             };
  68.             VertexOutput vert (VertexInput v) {
  69.                 VertexOutput o = (VertexOutput)0;
  70.                 o.uv0 = v.texcoord0;
  71.                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
  72.                 return o;
  73.             }
  74.             float4 frag(VertexOutput i) : COLOR {
  75. ////// Lighting:
  76. ////// Emissive:
  77.                 float node_5460 = (_Progress+_StartingProgress);
  78.                 float4 node_4046 = OuterRectangle( i.uv0 , node_5460 , node_5460 , _Color.rgb ).rgba;
  79.                 float3 emissive = node_4046.rgb;
  80.                 float3 finalColor = emissive;
  81.                 float node_3671 = ((1.0-_Stroke)*node_5460);
  82.                 return fixed4(finalColor,((1.0-pow(node_5460,_EaseExponent))*((node_4046.a-InnerRectangleMask( i.uv0 , node_3671 , node_3671 ))*_Color.a)));
  83.             }
  84.             ENDCG
  85.         }
  86.     }
  87.     FallBack "Diffuse"
  88.     CustomEditor "ShaderForgeMaterialInspector"
  89. }
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