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// 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 "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"
}
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