// 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 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Shader "Shader Forge/BackGroundEffect" { Properties { _HighLight ("HighLight", Color) = (0.8676471,0.03827853,0.03827853,1) _LowLight ("LowLight", Color) = (0.3823529,0.3823529,0.3823529,1) _GradienceMap ("GradienceMap", 2D) = "white" {} _TimeMap ("TimeMap", 2D) = "white" {} _TimeNode ("TimeNode", Range(-1, 1)) = -0.007141635 [MaterialToggle] _InvertMap ("InvertMap", Float ) = 1 } 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 multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _HighLight; uniform float4 _LowLight; uniform sampler2D _GradienceMap; uniform float4 _GradienceMap_ST; uniform sampler2D _TimeMap; uniform float4 _TimeMap_ST; float CieltoGrad( float Input , float Slider ){ float retVal; float t = ((Input + Slider)/(2*Slider)); retVal = lerp (0,1,t); return clamp (retVal, 0.0, 1.0); } uniform float _TimeNode; uniform fixed _InvertMap; 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 { ////// Lighting: float4 _TimeMap_var = tex2D(_TimeMap,TRANSFORM_TEX(i.uv0, _TimeMap)); float4 _GradienceMap_var = tex2D(_GradienceMap,TRANSFORM_TEX(i.uv0, _GradienceMap)); float node_1023 = CieltoGrad( saturate((_TimeNode+lerp(_TimeMap_var.rgb,(_TimeMap_var.rgb*-1.0+1.0),_InvertMap)).r) , (saturate(_GradienceMap_var.r)*0.9999+0.0001) ); float3 finalColor = lerp(_LowLight.rgb,_HighLight.rgb,(node_1023*2.0+-1.0)); fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }