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- // Shader created with Shader Forge v1.38
- // Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
- // Note: Manually altering this data may prevent you from opening it in Shader Forge
- /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:1,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps: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:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:0,ufog:True,aust:False,igpj:True,qofs:-2,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,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:1,x:34995,y:32718,varname:node_1,prsc:2|clip-6481-R;n:type:ShaderForge.SFN_Tex2d,id:6481,x:34411,y:32983,ptovrint:False,ptlb:node_386,ptin:_node_386,varname:node_6481,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:59e4c7f9bcabd504a96ebc20cccef389,ntxv:0,isnm:False;proporder:6481;pass:END;sub:END;*/
- Shader "VaxKun/Hole" {
- Properties {
- _node_386 ("node_386", 2D) = "white" {}
- [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
- }
- SubShader {
- Tags {
- "IgnoreProjector"="True"
- "Queue"="Geometry-2"
- "RenderType"="Opaque"
- }
- LOD 200
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask 0
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #pragma multi_compile_fwdbase
- #pragma multi_compile_fog
- #pragma only_renderers d3d9 d3d11 glcore gles gles3
- #pragma target 3.0
- uniform sampler2D _node_386; uniform float4 _node_386_ST;
- struct VertexInput {
- float4 vertex : POSITION;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.pos = UnityObjectToClipPos( v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- float4 _node_386_var = tex2D(_node_386,TRANSFORM_TEX(i.uv0, _node_386));
- clip(_node_386_var.r - 0.5);
- ////// Lighting:
- float3 finalColor = 0;
- fixed4 finalRGBA = fixed4(finalColor,1);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- Pass {
- Name "ShadowCaster"
- Tags {
- "LightMode"="ShadowCaster"
- }
- Offset 1, 1
- Cull Back
- ColorMask 0
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_shadowcaster
- #pragma multi_compile_fog
- #pragma only_renderers d3d9 d3d11 glcore gles gles3
- #pragma target 3.0
- uniform sampler2D _node_386; uniform float4 _node_386_ST;
- struct VertexInput {
- float4 vertex : POSITION;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- V2F_SHADOW_CASTER;
- float2 uv0 : TEXCOORD1;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.pos = UnityObjectToClipPos( v.vertex );
- TRANSFER_SHADOW_CASTER(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- float4 _node_386_var = tex2D(_node_386,TRANSFORM_TEX(i.uv0, _node_386));
- clip(_node_386_var.r - 0.5);
- SHADOW_CASTER_FRAGMENT(i)
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
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