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Cielonos/Assets/External VFXs/MasterStylizedProjectiles/Shaders/UVScrollLoop.shader
SoulliesOfficial 50ee502684 完善
2026-02-13 09:22:11 -05:00

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// 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"
}
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//CHKSM=1AADDFFBFC2E9E686807A5F5B832D94E8ABA4F00