// Made with Amplify Shader Editor v1.9.1.6 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "UVScrollNoLoop" { Properties { [NoScaleOffset]_TextureSample0("Texture Sample 0", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] _texcoord2( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } Cull Off CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #undef TRANSFORM_TEX #define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w) struct Input { float4 vertexColor : COLOR; float4 uv_texcoord; float4 uv2_texcoord2; }; uniform sampler2D _TextureSample0; void surf( Input i , inout SurfaceOutputStandard o ) { float4 appendResult4 = (float4(i.uv_texcoord.z , i.uv_texcoord.w , 0.0 , 0.0)); float2 uvs_TexCoord2 = i.uv_texcoord; uvs_TexCoord2.xy = i.uv_texcoord.xy + appendResult4.xy; float2 clampResult5 = clamp( uvs_TexCoord2.xy , float2( 0,0 ) , float2( 1,1 ) ); float4 tex2DNode1 = tex2D( _TextureSample0, clampResult5 ); o.Emission = ( i.vertexColor * tex2DNode1 * ( 1.0 + i.uv2_texcoord2.x ) ).rgb; o.Alpha = ( i.vertexColor.a * tex2DNode1.a ); } ENDCG CGPROGRAM #pragma surface surf Standard alpha:fade keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float4 customPack1 : TEXCOORD1; float4 customPack2 : TEXCOORD2; float3 worldPos : TEXCOORD3; half4 color : COLOR0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); o.customPack1.xyzw = customInputData.uv_texcoord; o.customPack1.xyzw = v.texcoord; o.customPack2.xyzw = customInputData.uv2_texcoord2; o.customPack2.xyzw = v.texcoord1; o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) o.color = v.color; return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xyzw; surfIN.uv2_texcoord2 = IN.customPack2.xyzw; float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.vertexColor = IN.color; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; clip( alphaRef - 0.01 ); SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=19106 Node;AmplifyShaderEditor.DynamicAppendNode;4;-845.4997,-20.74272;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.TextureCoordinatesNode;2;-644.0856,-106.3008;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ClampOpNode;5;-391.0343,-13.39289;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT2;1,1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;561.6135,-113.7008;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;UVScrollNoLoop;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Off;0;False;;0;False;;False;0;False;;0;False;;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;12;all;True;True;True;True;0;False;;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;2;15;10;25;False;0.5;True;2;5;False;;10;False;;0;0;False;;0;False;;0;False;;0;False;;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;;-1;0;False;;0;0;0;False;0.1;False;;0;False;;False;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;7;242.1871,-172.1588;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.VertexColorNode;9;-0.9787598,-333.6778;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;275.911,81.6568;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;17;-58.88056,-683.4765;Inherit;False;Constant;_Float0;Float 0;1;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode;15;288.2227,-585.7162;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;1;-138.1398,-114.5004;Inherit;True;Property;_TextureSample0;Texture Sample 0;0;1;[NoScaleOffset];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TextureCoordinatesNode;3;-1141.403,-144.9693;Inherit;False;0;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TextureCoordinatesNode;14;-34.71498,-532.9913;Inherit;False;1;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 WireConnection;4;0;3;3 WireConnection;4;1;3;4 WireConnection;2;1;4;0 WireConnection;5;0;2;0 WireConnection;0;2;7;0 WireConnection;0;9;10;0 WireConnection;7;0;9;0 WireConnection;7;1;1;0 WireConnection;7;2;15;0 WireConnection;10;0;9;4 WireConnection;10;1;1;4 WireConnection;15;0;17;0 WireConnection;15;1;14;1 WireConnection;1;1;5;0 ASEEND*/ //CHKSM=1AADDFFBFC2E9E686807A5F5B832D94E8ABA4F00