// Shader created with Shader Forge v1.36 // 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:1.36;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:1,trmd:1,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,imps:False,rpth:0,vtps:1,hqsc:True,nrmq:1,nrsp:0,vomd:1,spxs:False,tesm:0,olmd:1,culm:2,bsrc:3,bdst:7,dpts:6,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:True,qofs:1,qpre:4,rntp:5,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:True,fnfb:True,fsmp:False;n:type:ShaderForge.SFN_Final,id:2865,x:32358,y:33004,varname:node_2865,prsc:2|emission-2755-OUT,voffset-4177-OUT;n:type:ShaderForge.SFN_TexCoord,id:6793,x:31733,y:33224,varname:node_6793,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_ProjectionParameters,id:8707,x:31733,y:33437,varname:node_8707,prsc:2;n:type:ShaderForge.SFN_RemapRange,id:9496,x:31932,y:33224,varname:node_9496,prsc:2,frmn:0,frmx:1,tomn:-1,tomx:1|IN-6793-UVOUT;n:type:ShaderForge.SFN_Append,id:6538,x:31932,y:33396,varname:node_6538,prsc:2|A-5896-OUT,B-8707-SGN;n:type:ShaderForge.SFN_Vector1,id:5896,x:31733,y:33378,varname:node_5896,prsc:2,v1:1;n:type:ShaderForge.SFN_Multiply,id:4177,x:32131,y:33294,varname:node_4177,prsc:2|A-9496-OUT,B-6538-OUT;n:type:ShaderForge.SFN_Color,id:4354,x:31533,y:32667,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.427451,c2:0.6784314,c3:0.5411765,c4:1;n:type:ShaderForge.SFN_Tex2d,id:7979,x:31467,y:32890,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Lerp,id:2755,x:31899,y:32845,varname:node_2755,prsc:2|A-7979-RGB,B-4354-RGB,T-4354-A;proporder:4354-7979;pass:END;sub:END;*/ Shader "Hidden/Fade" { Properties { _Color ("Color", Color) = (0.427451,0.6784314,0.5411765,1) _MainTex ("MainTex", 2D) = "white" {} } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Overlay+1" "RenderType"="Overlay" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha Cull Off ZTest Always ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag //#define UNITY_PASS_FORWARDBASE #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdbase #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(v.normal); v.vertex.xyz = float3(((o.uv0*2.0+-1.0)*float2(1.0,_ProjectionParams.r)),0.0); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = v.vertex; return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); ////// Lighting: ////// Emissive: float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 emissive = lerp(_MainTex_var.rgb,_Color.rgb,_Color.a); float3 finalColor = emissive; return fixed4(finalColor,1); } ENDCG } } CustomEditor "ShaderForgeMaterialInspector" }