// Shader created with Shader Forge v1.38 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge 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Shader "FireWing/Wing_Sub" { Properties { _MainTex ("MainTex", 2D) = "white" {} _TintColor ("Color", Color) = (0.5,0.5,0.5,1) _Mask ("Mask", 2D) = "white" {} _MaskNoice ("MaskNoice", 2D) = "black" {} _Transparency ("Transparency", Range(0, 6)) = 3.692308 _Noice ("Noice", 2D) = "black" {} _Reflective ("Reflective", 2D) = "white" {} } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend One One Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu #pragma target 3.0 uniform sampler2D _MaskNoice; uniform float4 _MaskNoice_ST; uniform float4 _TintColor; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform sampler2D _Mask; uniform float4 _Mask_ST; uniform float _Transparency; uniform sampler2D _Noice; uniform float4 _Noice_ST; uniform sampler2D _Reflective; uniform float4 _Reflective_ST; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 vertexColor : COLOR; UNITY_FOG_COORDS(1) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.vertexColor = v.vertexColor; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); ////// Lighting: ////// Emissive: float4 node_3497 = _Time; float2 node_4167 = (i.uv0+node_3497.g*float2(-0.8,-0.8)); float4 _Noice_var = tex2D(_Noice,TRANSFORM_TEX(node_4167, _Noice)); float2 node_4930 = ((i.uv0+node_3497.g*float2(-0.3,-0.3))+_Noice_var.r*float2(0,0.4)); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_4930, _MainTex)); float2 node_6768 = (i.uv0+node_3497.g*float2(-0.5,-0.6)); float4 _MaskNoice_var = tex2D(_MaskNoice,TRANSFORM_TEX(node_6768, _MaskNoice)); float2 node_1628 = (i.uv0+_MaskNoice_var.r*float2(0,0.1)); float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(node_1628, _Mask)); float2 node_2128 = (i.uv0+node_3497.g*float2(-0.7,0)); float4 _Reflective_var = tex2D(_Reflective,TRANSFORM_TEX(node_2128, _Reflective)); float3 emissive = (((_MainTex_var.rgb*_Transparency)*_Mask_var.rgb*_Reflective_var.a)*i.vertexColor.rgb*_TintColor.rgb*2.0); float3 finalColor = emissive; fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG_COLOR(i.fogCoord, finalRGBA, fixed4(0,0,0,1)); return finalRGBA; } ENDCG } } CustomEditor "ShaderForgeMaterialInspector" }