// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "XYS/drivers" { Properties { _drivers("drivers", 2D) = "white" {} _speed("speed", Range( -5 , 5)) = 1.058824 [HDR]_Color0("Color 0", Color) = (0.9433962,0.9433962,0.9433962,0) [Toggle]_carDir("carDir", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" } Cull Back CGINCLUDE #include "UnityPBSLighting.cginc" #include "UnityShaderVariables.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float2 uv_texcoord; }; struct SurfaceOutputCustomLightingCustom { half3 Albedo; half3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; half Alpha; Input SurfInput; UnityGIInput GIData; }; uniform float4 _Color0; uniform sampler2D _drivers; uniform float _carDir; uniform float _speed; inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) { UnityGIInput data = s.GIData; Input i = s.SurfInput; half4 c = 0; float temp_output_6_0 = ( _Time.y * _speed ); float2 appendResult12 = (float2(temp_output_6_0 , 0.0)); float2 appendResult7 = (float2(0.0 , temp_output_6_0)); float2 uv_TexCoord2 = i.uv_texcoord + (( _carDir )?( appendResult7 ):( appendResult12 )); float4 tex2DNode1 = tex2D( _drivers, uv_TexCoord2 ); c.rgb = ( _Color0 * tex2DNode1 ).rgb; c.a = ( _Color0.a * tex2DNode1.a ); return c; } inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) { s.GIData = data; } void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) { o.SurfInput = i; } ENDCG CGPROGRAM #pragma surface surf StandardCustomLighting 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; float2 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.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; float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); SurfaceOutputCustomLightingCustom o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) surf( surfIN, o ); UnityGI gi; UNITY_INITIALIZE_OUTPUT( UnityGI, gi ); o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a; #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=17500 0;94;1467;910;2029.701;324.8591;1;True;False Node;AmplifyShaderEditor.TimeNode;4;-1710.036,-43.81433;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;5;-1754.036,108.1857;Inherit;False;Property;_speed;speed;1;0;Create;True;0;0;False;0;1.058824;-0.5;-5;5;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;-1489.025,44.84375;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode;12;-1338.701,-45.8591;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.DynamicAppendNode;7;-1366.025,86.84375;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.ToggleSwitchNode;11;-1129.701,-148.8591;Inherit;False;Property;_carDir;carDir;3;0;Create;True;0;0;False;0;0;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.TextureCoordinatesNode;2;-1100.404,18.28254;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;1;-718.2507,122.6419;Inherit;True;Property;_drivers;drivers;0;0;Create;True;0;0;False;0;-1;None;fda8d472b23c6c541b08fc207c12bdda;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ColorNode;8;-676.4636,-67.68985;Inherit;False;Property;_Color0;Color 0;2;1;[HDR];Create;True;0;0;False;0;0.9433962,0.9433962,0.9433962,0;2.118547,2.118547,2.118547,0.8117647;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;-221.4636,54.31015;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;-219.4636,183.3102;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;0,0;Float;False;True;-1;2;ASEMaterialInspector;0;0;CustomLighting;XYS/drivers;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 WireConnection;6;0;4;2 WireConnection;6;1;5;0 WireConnection;12;0;6;0 WireConnection;7;1;6;0 WireConnection;11;0;12;0 WireConnection;11;1;7;0 WireConnection;2;1;11;0 WireConnection;1;1;2;0 WireConnection;9;0;8;0 WireConnection;9;1;1;0 WireConnection;10;0;8;4 WireConnection;10;1;1;4 WireConnection;0;9;10;0 WireConnection;0;13;9;0 ASEEND*/ //CHKSM=23CDD041C7C5DB0A97DF9F93B8264948F6B08EAB