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  1. // Shader created with Shader Forge v1.38
  2. // Shader Forge (c) Freya 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: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;*/
  5.  
  6. Shader "VaxKun/Hole" {
  7. Properties {
  8. _node_386 ("node_386", 2D) = "white" {}
  9. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  10. }
  11. SubShader {
  12. Tags {
  13. "IgnoreProjector"="True"
  14. "Queue"="Geometry-2"
  15. "RenderType"="Opaque"
  16. }
  17. LOD 200
  18. Pass {
  19. Name "FORWARD"
  20. Tags {
  21. "LightMode"="ForwardBase"
  22. }
  23. Blend SrcAlpha OneMinusSrcAlpha
  24.  
  25. ColorMask 0
  26.  
  27. CGPROGRAM
  28. #pragma vertex vert
  29. #pragma fragment frag
  30. #include "UnityCG.cginc"
  31. #pragma multi_compile_fwdbase
  32. #pragma multi_compile_fog
  33. #pragma only_renderers d3d9 d3d11 glcore gles gles3
  34. #pragma target 3.0
  35. uniform sampler2D _node_386; uniform float4 _node_386_ST;
  36. struct VertexInput {
  37. float4 vertex : POSITION;
  38. float2 texcoord0 : TEXCOORD0;
  39. };
  40. struct VertexOutput {
  41. float4 pos : SV_POSITION;
  42. float2 uv0 : TEXCOORD0;
  43. UNITY_FOG_COORDS(1)
  44. };
  45. VertexOutput vert (VertexInput v) {
  46. VertexOutput o = (VertexOutput)0;
  47. o.uv0 = v.texcoord0;
  48. o.pos = UnityObjectToClipPos( v.vertex );
  49. UNITY_TRANSFER_FOG(o,o.pos);
  50. return o;
  51. }
  52. float4 frag(VertexOutput i) : COLOR {
  53. float4 _node_386_var = tex2D(_node_386,TRANSFORM_TEX(i.uv0, _node_386));
  54. clip(_node_386_var.r - 0.5);
  55. ////// Lighting:
  56. float3 finalColor = 0;
  57. fixed4 finalRGBA = fixed4(finalColor,1);
  58. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  59. return finalRGBA;
  60. }
  61. ENDCG
  62. }
  63. Pass {
  64. Name "ShadowCaster"
  65. Tags {
  66. "LightMode"="ShadowCaster"
  67. }
  68. Offset 1, 1
  69. Cull Back
  70. ColorMask 0
  71.  
  72. CGPROGRAM
  73. #pragma vertex vert
  74. #pragma fragment frag
  75. #include "UnityCG.cginc"
  76. #include "Lighting.cginc"
  77. #pragma fragmentoption ARB_precision_hint_fastest
  78. #pragma multi_compile_shadowcaster
  79. #pragma multi_compile_fog
  80. #pragma only_renderers d3d9 d3d11 glcore gles gles3
  81. #pragma target 3.0
  82. uniform sampler2D _node_386; uniform float4 _node_386_ST;
  83. struct VertexInput {
  84. float4 vertex : POSITION;
  85. float2 texcoord0 : TEXCOORD0;
  86. };
  87. struct VertexOutput {
  88. V2F_SHADOW_CASTER;
  89. float2 uv0 : TEXCOORD1;
  90. };
  91. VertexOutput vert (VertexInput v) {
  92. VertexOutput o = (VertexOutput)0;
  93. o.uv0 = v.texcoord0;
  94. o.pos = UnityObjectToClipPos( v.vertex );
  95. TRANSFER_SHADOW_CASTER(o)
  96. return o;
  97. }
  98. float4 frag(VertexOutput i) : COLOR {
  99. float4 _node_386_var = tex2D(_node_386,TRANSFORM_TEX(i.uv0, _node_386));
  100. clip(_node_386_var.r - 0.5);
  101. SHADOW_CASTER_FRAGMENT(i)
  102. }
  103. ENDCG
  104. }
  105. }
  106. FallBack "Diffuse"
  107. CustomEditor "ShaderForgeMaterialInspector"
  108. }
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