// 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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Cutoff,ptin:_OpacityCutoff,varname:node_6065,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Subtract,id:2614,x:32133,y:33901,varname:node_2614,prsc:2|A-6580-OUT,B-5884-OUT;n:type:ShaderForge.SFN_OneMinus,id:5884,x:31516,y:33701,varname:node_5884,prsc:2|IN-4672-OUT;n:type:ShaderForge.SFN_RemapRangeAdvanced,id:6580,x:31784,y:33964,varname:node_6580,prsc:2|IN-7425-R,IMIN-8935-OUT,IMAX-1945-OUT,OMIN-354-OUT,OMAX-3750-OUT;n:type:ShaderForge.SFN_Vector1,id:8935,x:31516,y:34062,varname:node_8935,prsc:2,v1:0;n:type:ShaderForge.SFN_Vector1,id:1945,x:31516,y:34128,varname:node_1945,prsc:2,v1:1;n:type:ShaderForge.SFN_ValueProperty,id:354,x:31516,y:34208,ptovrint:False,ptlb:Opacity Remap 1,ptin:_OpacityRemap1,varname:node_714,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:3750,x:31516,y:34284,ptovrint:False,ptlb:Opacity Remap 2,ptin:_OpacityRemap2,varname:_OpacityRemap2,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Slider,id:5736,x:30465,y:33551,ptovrint:False,ptlb:Progress,ptin:_Progress,varname:node_5736,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Clamp01,id:4672,x:30781,y:33551,varname:node_4672,prsc:2|IN-5736-OUT;proporder:7507-775-5941-7371-1344-3490-6554-8343-7425-354-3750-5736;pass:END;sub:END;*/ Shader "Sine VFX/LaserConMesh - Auri" { Properties { _Ramp ("Ramp", 2D) = "white" {} _Mask ("Mask", 2D) = "white" {} _Color ("Color", Color) = (0.5,0.5,0.5,1) _FinalPower ("Final Power", Range(0, 10)) = 2 _Noise01 ("Noise 01", 2D) = "white" {} _ScrollSpeed ("Scroll Speed", Float ) = 0 _OpacityBoost ("Opacity Boost", Range(0, 4)) = 2 _OffsetPower ("Offset Power", Range(0, 1)) = 0.1 _OpacityCutoff ("Opacity Cutoff", 2D) = "white" {} _OpacityRemap1 ("Opacity Remap 1", Float ) = 0 _OpacityRemap2 ("Opacity Remap 2", Float ) = 0 _Progress ("Progress", Range(0, 1)) = 0 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha 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 #pragma target 3.0 uniform sampler2D _Ramp; uniform float4 _Ramp_ST; uniform sampler2D _Mask; uniform float4 _Mask_ST; uniform float4 _Color; uniform float _FinalPower; uniform sampler2D _Noise01; uniform float4 _Noise01_ST; uniform float _ScrollSpeed; uniform float _OpacityBoost; uniform float _OffsetPower; uniform sampler2D _OpacityCutoff; uniform float4 _OpacityCutoff_ST; uniform float _OpacityRemap1; uniform float _OpacityRemap2; uniform float _Progress; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; UNITY_FOG_COORDS(3) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(v.normal); float4 node_8289 = _Time; float2 node_4575 = (o.uv0+(node_8289.g*_ScrollSpeed)*float2(0,1)); float4 _Noise01_var = tex2Dlod(_Noise01,float4(TRANSFORM_TEX(node_4575, _Noise01),0.0,0)); float Result = _Noise01_var.r; v.vertex.xyz += (Result*v.normal*_OffsetPower); o.posWorld = mul(unity_ObjectToWorld, v.vertex); 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 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float4 _OpacityCutoff_var = tex2D(_OpacityCutoff,TRANSFORM_TEX(i.uv0, _OpacityCutoff)); float node_8935 = 0.0; clip(((_OpacityRemap1 + ( (_OpacityCutoff_var.r - node_8935) * (_OpacityRemap2 - _OpacityRemap1) ) / (1.0 - node_8935))-(1.0 - saturate(_Progress))) - 0.5); ////// Lighting: ////// Emissive: float4 node_8289 = _Time; float2 node_4575 = (i.uv0+(node_8289.g*_ScrollSpeed)*float2(0,1)); float4 _Noise01_var = tex2D(_Noise01,TRANSFORM_TEX(node_4575, _Noise01)); float Result = _Noise01_var.r; float2 node_6857 = float2(Result,0.0); float4 _Ramp_var = tex2D(_Ramp,TRANSFORM_TEX(node_6857, _Ramp)); float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask)); float3 emissive = (_Ramp_var.rgb*_Mask_var.r*_Color.rgb*_FinalPower); float3 finalColor = emissive; fixed4 finalRGBA = fixed4(finalColor,(Result*_OpacityBoost*_Mask_var.r)); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } } CustomEditor "ShaderForgeMaterialInspector" }