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// Shader created with Shader Forge v1.26
// 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
/*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:32992,y:32600,varname:node_3138,prsc:2|normal-2595-OUT,emission-991-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:32469,y:32613,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_7241,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:0,c3:1,c4:1;n:type:ShaderForge.SFN_Color,id:2656,x:32415,y:32832,ptovrint:False,ptlb:node_2656,ptin:_node_2656,varname:node_2656,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Time,id:9677,x:32365,y:33056,varname:node_9677,prsc:2;n:type:ShaderForge.SFN_RemapRange,id:3020,x:32824,y:33093,varname:node_3020,prsc:2,frmn:-1,frmx:1,tomn:0,tomx:1|IN-6509-OUT;n:type:ShaderForge.SFN_Sin,id:6509,x:32625,y:33126,varname:node_6509,prsc:2|IN-9677-TDB;n:type:ShaderForge.SFN_Lerp,id:2595,x:32726,y:32755,varname:node_2595,prsc:2|A-7241-RGB,B-2656-RGB,T-3020-OUT;n:type:ShaderForge.SFN_Multiply,id:991,x:32836,y:32517,varname:node_991,prsc:2|A-2595-OUT,B-3067-RGB;n:type:ShaderForge.SFN_Tex2d,id:3067,x:32634,y:32500,ptovrint:False,ptlb:node_3067,ptin:_node_3067,varname:node_3067,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:b66bceaf0cc0ace4e9bdc92f14bba709,ntxv:0,isnm:False;proporder:7241-2656-3067;pass:END;sub:END;*/
Shader "" {
Properties {
_Color ("Color", Color) = (1,0,1,1)
_node_2656 ("node_2656", Color) = (0,1,1,1)
_node_3067 ("node_3067", 2D) = "white" {}
}
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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _TimeEditor;
uniform float4 _Color;
uniform float4 _node_2656;
uniform sampler2D _node_3067; uniform float4 _node_3067_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float3 normalDir : TEXCOORD1;
float3 tangentDir : TEXCOORD2;
float3 bitangentDir : TEXCOORD3;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( _Object2World, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float4 node_9677 = _Time + _TimeEditor;
float3 node_2595 = lerp(_Color.rgb,_node_2656.rgb,(sin(node_9677.b)*0.5+0.5));
float3 normalLocal = node_2595;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
////// Lighting:
////// Emissive:
float4 _node_3067_var = tex2D(_node_3067,TRANSFORM_TEX(i.uv0, _node_3067));
float3 emissive = (node_2595*_node_3067_var.rgb);
float3 finalColor = emissive;
return fixed4(finalColor,1);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
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