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// 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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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"
}
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