// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // 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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Power,ptin:_DistortionPower,varname:node_9080,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:4;n:type:ShaderForge.SFN_Transform,id:1809,x:30326,y:32579,varname:node_1809,prsc:2,tffrom:0,tfto:3|IN-2013-OUT;n:type:ShaderForge.SFN_Slider,id:847,x:30149,y:32789,ptovrint:False,ptlb:Distortion Fresnel Exp,ptin:_DistortionFresnelExp,varname:node_847,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:4;n:type:ShaderForge.SFN_ObjectPosition,id:755,x:30361,y:33608,varname:node_755,prsc:2;n:type:ShaderForge.SFN_ComponentMask,id:5896,x:30757,y:33537,varname:node_5896,prsc:2,cc1:0,cc2:1,cc3:2,cc4:-1|IN-1611-OUT;n:type:ShaderForge.SFN_Subtract,id:1611,x:30587,y:33537,varname:node_1611,prsc:2|A-6451-XYZ,B-755-XYZ;proporder:7831-1357-1892-6395-7475-9080-847;pass:END;sub:END;*/ Shader "Sine VFX/StartSphere - Auri" { Properties { _FinalPower ("Final Power", Range(0, 4)) = 1 _Ramp ("Ramp", 2D) = "white" {} _OffsetPower ("Offset Power", Range(0, 4)) = 0.3333333 _OffsetNoise ("Offset Noise", 2D) = "white" {} _NoiseTest ("NoiseTest", 2D) = "white" {} _DistortionPower ("Distortion Power", Range(0, 4)) = 1 _DistortionFresnelExp ("Distortion Fresnel Exp", Range(0, 4)) = 0 } SubShader { Tags { "RenderType"="Opaque" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform float _FinalPower; uniform sampler2D _Ramp; uniform float4 _Ramp_ST; uniform float _OffsetPower; uniform sampler2D _OffsetNoise; uniform float4 _OffsetNoise_ST; uniform sampler2D _NoiseTest; uniform float4 _NoiseTest_ST; uniform float _DistortionPower; uniform float _DistortionFresnelExp; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; }; struct VertexOutput { float4 pos : SV_POSITION; float4 posWorld : TEXCOORD0; float3 normalDir : TEXCOORD1; float4 projPos : TEXCOORD2; UNITY_FOG_COORDS(3) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.normalDir = UnityObjectToWorldNormal(v.normal); float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); float3 node_3143 = abs(v.normal); float3 node_9309 = (node_3143*node_3143); float4 node_2624 = _Time; float3 node_5896 = (mul(unity_ObjectToWorld, v.vertex).rgb-objPos.rgb).rgb; float2 node_2257 = (float2(node_5896.g,node_5896.b)+node_2624.g*float2(-0.5,0)); float4 node_6397 = tex2Dlod(_OffsetNoise,float4(TRANSFORM_TEX(node_2257, _OffsetNoise),0.0,0)); float2 node_4593 = (float2(node_5896.b,node_5896.r)+node_2624.g*float2(-0.5,0)); float4 node_2119 = tex2Dlod(_OffsetNoise,float4(TRANSFORM_TEX(node_4593, _OffsetNoise),0.0,0)); float2 node_4511 = (float2(node_5896.r,node_5896.g)+node_2624.g*float2(0.25,0.25)); float4 node_7954 = tex2Dlod(_OffsetNoise,float4(TRANSFORM_TEX(node_4511, _OffsetNoise),0.0,0)); v.vertex.xyz += ((node_9309.r*node_6397.r + node_9309.g*node_2119.r + node_9309.b*node_7954.r)*v.normal*_OffsetPower); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); return o; } float4 frag(VertexOutput i) : COLOR { float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); i.normalDir = normalize(i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float2 sceneUVs = (i.projPos.xy / i.projPos.w); ////// Lighting: ////// Emissive: float node_3983 = (1.0 - (1.0-max(0,dot(normalDirection, viewDirection)))); float4 node_2624 = _Time; float2 node_9150 = ((float2((sceneUVs.x * 2 - 1)*(_ScreenParams.r/_ScreenParams.g), sceneUVs.y * 2 - 1).rg+node_2624.g*float2(0,-0.5))+(mul( UNITY_MATRIX_V, float4(i.normalDir,0) ).xyz.rgb.rg*pow(1.0-max(0,dot(normalDirection, viewDirection)),_DistortionFresnelExp)*_DistortionPower)); float4 _NoiseTest_var = tex2D(_NoiseTest,TRANSFORM_TEX(node_9150, _NoiseTest)); float2 node_4927 = float2((((node_3983*node_3983)*_NoiseTest_var.r)+(1.0-max(0,dot(normalDirection, viewDirection)))),0.0); float4 _Ramp_var = tex2D(_Ramp,TRANSFORM_TEX(node_4927, _Ramp)); float3 emissive = (_Ramp_var.rgb*_FinalPower); 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" }