forked from BilalY/Rasagar
71 lines
5.1 KiB
Plaintext
71 lines
5.1 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Shader created with Shader Forge v1.32
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*SF_DATA;ver:1.32;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:2,bsrc:0,bdst:1,dpts:6,wrdp:True,dith:0,rfrpo:False,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:False,qofs:0,qpre:1,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:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:33161,y:32544,varname:node_3138,prsc:2|emission-7953-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:32343,y:32483,ptovrint:False,ptlb:Highlight,ptin:_Highlight,varname:node_7241,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.07843138,c2:0.3921569,c3:0.7843137,c4:1;n:type:ShaderForge.SFN_TexCoord,id:1076,x:32355,y:32830,varname:node_1076,prsc:2,uv:0;n:type:ShaderForge.SFN_Lerp,id:7953,x:32889,y:32503,varname:node_7953,prsc:2|A-7241-RGB,B-1009-RGB,T-3159-OUT;n:type:ShaderForge.SFN_Color,id:1009,x:32343,y:32656,ptovrint:False,ptlb:Base,ptin:_Base,varname:node_1009,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Multiply,id:6573,x:32673,y:33080,varname:node_6573,prsc:2|A-9717-OUT,B-9741-OUT;n:type:ShaderForge.SFN_Slider,id:9741,x:32275,y:33210,ptovrint:False,ptlb:Speed,ptin:_Speed,varname:node_9741,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.1,max:1;n:type:ShaderForge.SFN_Frac,id:6472,x:32865,y:33050,varname:node_6472,prsc:2|IN-6573-OUT;n:type:ShaderForge.SFN_Distance,id:7233,x:32904,y:32864,varname:node_7233,prsc:2|A-6472-OUT,B-7546-OUT;n:type:ShaderForge.SFN_Smoothstep,id:3159,x:32856,y:32677,varname:node_3159,prsc:2|A-3575-OUT,B-4893-OUT,V-7233-OUT;n:type:ShaderForge.SFN_Vector1,id:3575,x:32608,y:32677,varname:node_3575,prsc:2,v1:0;n:type:ShaderForge.SFN_Vector1,id:4893,x:32608,y:32738,varname:node_4893,prsc:2,v1:0.2;n:type:ShaderForge.SFN_ValueProperty,id:9717,x:32387,y:33067,ptovrint:False,ptlb:EditorTime,ptin:_EditorTime,varname:node_9717,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:6146,x:32486,y:32982,ptovrint:False,ptlb:LineDistance,ptin:_LineDistance,varname:node_6146,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:18;n:type:ShaderForge.SFN_Divide,id:7546,x:32700,y:32889,varname:node_7546,prsc:2|A-1076-U,B-6146-OUT;proporder:7241-1009-9741-9717-6146;pass:END;sub:END;*/
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Shader "Hidden/ProBuilder/ScrollHighlight" {
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Properties {
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_Highlight ("Highlight", Color) = (0.07843138,0.3921569,0.7843137,1)
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_Base ("Base", Color) = (0.5,0.5,0.5,1)
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_Speed ("Speed", Range(0, 1)) = 0.5
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_EditorTime ("EditorTime", Float ) = 0
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_LineDistance ("LineDistance", Float ) = 18
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}
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SubShader {
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Tags {
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"RenderType"="Overlay"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Cull Off
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ZTest Always
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#ifndef UNITY_PASS_FORWARDBASE
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#define UNITY_PASS_FORWARDBASE
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#endif
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#include "UnityCG.cginc"
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#pragma multi_compile_fwdbase_fullshadows
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#pragma target 3.0
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uniform float4 _Highlight;
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uniform float4 _Base;
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uniform float _Speed;
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uniform float _EditorTime;
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uniform float _LineDistance;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 texcoord0 : TEXCOORD0;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.pos = UnityObjectToClipPos(v.vertex );
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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////// Lighting:
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////// Emissive:
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float3 emissive = lerp(_Highlight.rgb,_Base.rgb,smoothstep( 0.0, 0.2, distance(frac((_EditorTime*_Speed)),(i.uv0.r/_LineDistance)) ));
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float3 finalColor = emissive;
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return fixed4(finalColor,1);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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