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@mmoczkowski
Created September 9, 2015 10:11
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// Shader created with Shader Forge v1.13
// 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:1.13;sub:START;pass:START;ps:flbk:,lico:1,lgpr:1,nrmq:1,nrsp:0,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,rprd:False,enco:False,rmgx:True,rpth:0,hqsc:True,hqlp:False,tesm:0,bsrc:3,bdst:7,culm:0,dpts:2,wrdp:False,dith:0,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,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,ofsf:0,ofsu:0,f2p0:False;n:type:ShaderForge.SFN_Final,id:6883,x:32719,y:32712,varname:node_6883,prsc:2|emission-4332-OUT,alpha-9471-OUT;n:type:ShaderForge.SFN_Tex2d,id:952,x:31988,y:32756,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_952,prsc:2,tex:5d65dee50a4f94e679fd0b38b6801474,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:9394,x:31988,y:32979,ptovrint:False,ptlb:ScanLines,ptin:_ScanLines,varname:node_9394,prsc:2,tex:657080aefcce44b59ae660613b1b089a,ntxv:0,isnm:False|UVIN-2412-OUT;n:type:ShaderForge.SFN_Blend,id:9781,x:32248,y:32931,varname:node_9781,prsc:2,blmd:12,clmp:True|SRC-952-RGB,DST-9394-RGB;n:type:ShaderForge.SFN_Time,id:4885,x:31281,y:32815,varname:node_4885,prsc:2;n:type:ShaderForge.SFN_TexCoord,id:3818,x:31559,y:33060,varname:node_3818,prsc:2,uv:0;n:type:ShaderForge.SFN_Multiply,id:2174,x:31559,y:32898,varname:node_2174,prsc:2|A-4885-T,B-3971-XYZ;n:type:ShaderForge.SFN_Add,id:2412,x:31814,y:32979,varname:node_2412,prsc:2|A-2174-OUT,B-3818-UVOUT;n:type:ShaderForge.SFN_Vector4Property,id:3971,x:31281,y:32968,ptovrint:False,ptlb:ScanlineSpeed,ptin:_ScanlineSpeed,varname:node_3971,prsc:2,glob:False,v1:1,v2:1,v3:0,v4:0;n:type:ShaderForge.SFN_Color,id:8931,x:32248,y:32702,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_8931,prsc:2,glob:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:4332,x:32530,y:32812,varname:node_4332,prsc:2|A-8931-RGB,B-9781-OUT;n:type:ShaderForge.SFN_Multiply,id:9471,x:32530,y:32971,varname:node_9471,prsc:2|A-8931-A,B-952-A;proporder:952-9394-8931-3971;pass:END;sub:END;*/
Shader "Custom/UI" {
Properties {
_MainTex ("MainTex", 2D) = "white" {}
_ScanLines ("ScanLines", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_ScanlineSpeed ("ScanlineSpeed", Vector) = (1,1,0,0)
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ColorMask [_ColorMask]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _TimeEditor;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _ScanLines; uniform float4 _ScanLines_ST;
uniform float4 _ScanlineSpeed;
float4 _Color;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
UNITY_FOG_COORDS(1)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
float4 frag(VertexOutput i) : COLOR {
/////// Vectors:
////// Lighting:
////// Emissive:
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float4 node_4885 = _Time + _TimeEditor;
float3 node_2412 = ((node_4885.g*_ScanlineSpeed.rgb)+float3(i.uv0,0.0));
float4 _ScanLines_var = tex2D(_ScanLines,TRANSFORM_TEX(node_2412, _ScanLines));
float3 emissive = (_Color.rgb*saturate((_MainTex_var.rgb > 0.5 ? (1.0-(1.0-2.0*(_MainTex_var.rgb-0.5))*(1.0-_ScanLines_var.rgb)) : (2.0*_MainTex_var.rgb*_ScanLines_var.rgb)) ));
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,(_Color.a*_MainTex_var.a));
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
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