// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "光伏01" { Properties { [HDR]_Color1("Color 1", Color) = (1,1,1,0) _Texturemask("Texturemask", 2D) = "white" {} _TextureSample1("Texture Sample 1", 2D) = "white" {} _speed("speed", Vector) = (0,0,0,0) [HDR]_Color0("Color 0", Color) = (0,1.098039,2,0) _TextureSample0("Texture Sample 0", 2D) = "white" {} [HideInInspector] _texcoord2( "", 2D ) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" } Cull Back CGINCLUDE #include "UnityShaderVariables.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float2 uv_texcoord; float2 uv2_texcoord2; }; uniform float4 _Color1; uniform float4 _Color0; uniform sampler2D _Texturemask; uniform float4 _Texturemask_ST; uniform sampler2D _TextureSample1; uniform float2 _speed; uniform sampler2D _TextureSample0; uniform float4 _TextureSample0_ST; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_Texturemask = i.uv_texcoord * _Texturemask_ST.xy + _Texturemask_ST.zw; float2 panner31 = ( 1.0 * _Time.y * _speed + i.uv2_texcoord2); o.Albedo = ( ( float4( 0,0,0,0 ) * _Color1 ) + ( _Color0 * ( tex2D( _Texturemask, uv_Texturemask ).r * tex2D( _TextureSample1, panner31 ).r ) ) ).rgb; float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw; float4 tex2DNode39 = tex2D( _TextureSample0, uv_TextureSample0 ); o.Alpha = ( ( tex2DNode39 * tex2DNode39.a ) + float4( 0,0,0,0 ) ).r; } ENDCG CGPROGRAM #pragma surface surf Standard alpha:fade keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float4 customPack1 : TEXCOORD1; float3 worldPos : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; o.customPack1.zw = customInputData.uv2_texcoord2; o.customPack1.zw = v.texcoord1; o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; surfIN.uv2_texcoord2 = IN.customPack1.zw; float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; clip( alphaRef - 0.01 ); SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18912 604;763.3334;1275.333;672.3334;1143.32;923.4661;1.5154;True;True 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