UniversalViewer/Assets/KF3/Shader/PRD_EyeBall.shader

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Shader "PRD/EyeBallV2"
{
Properties
{
[Enum(OFF,0,FRONT,1,BACK,2)] _CullMode ("Cull Mode", float) = 2
_BaseMap ("BaseMap", 2D) = "white" {}
_BaseColor ("BaseColor", Color) = (1,1,1,1)
[MaterialToggle] _Is_LightColor_Base ("Is_LightColor_Base", float) = 1
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
}
Pass // ind: 1, name: FORWARD
{
Name "FORWARD"
Tags
{
"LIGHTMODE" = "FORWARDBASE"
"RenderType" = "Opaque"
"SHADOWSUPPORT" = "true"
}
Cull Off
// m_ProgramMask = 6
CGPROGRAM
#pragma multi_compile DIRECTIONAL
//#pragma target 4.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define CODE_BLOCK_VERTEX
//uniform float4x4 unity_ObjectToWorld;
//uniform float4x4 unity_MatrixVP;
uniform float4 _LightColor0;
uniform float4 _BaseColor;
uniform float4 _BaseMap_ST;
uniform float _Is_LightColor_Base;
uniform float4 _EyeColor;
uniform float _Alpha;
uniform float _Camouflage;
uniform sampler2D _BaseMap;
struct appdata_t
{
float4 vertex :POSITION0;
float2 texcoord :TEXCOORD0;
};
struct OUT_Data_Vert
{
float2 texcoord :TEXCOORD0;
float4 vertex :SV_POSITION;
};
struct v2f
{
float2 texcoord :TEXCOORD0;
};
struct OUT_Data_Frag
{
float4 color :SV_Target0;
};
float4 u_xlat0;
float4 u_xlat1;
OUT_Data_Vert vert(appdata_t in_v)
{
OUT_Data_Vert out_v;
out_v.vertex = UnityObjectToClipPos(in_v.vertex);
out_v.texcoord.xy = in_v.texcoord.xy;
return out_v;
}
#define CODE_BLOCK_FRAGMENT
float3 u_xlat0_d;
float4 u_xlat10_0;
float3 u_xlat1_d;
float3 u_xlat2;
float u_xlat16_9;
OUT_Data_Frag frag(v2f in_f)
{
OUT_Data_Frag out_f;
u_xlat0_d.xy = TRANSFORM_TEX(in_f.texcoord.xy, _BaseMap);
u_xlat10_0 = tex2D(_BaseMap, u_xlat0_d.xy);
u_xlat0_d.xyz = (u_xlat10_0.xyz + (_BaseColor.xyz * (1-u_xlat10_0.a)));
u_xlat16_9 = ((-u_xlat10_0.w) + 1);
u_xlat1_d.xyz = (float3(u_xlat16_9, u_xlat16_9, u_xlat16_9) * _EyeColor.xyz);
u_xlat2.xyz = ((u_xlat0_d.xyz * _LightColor0.xyz) + (-u_xlat0_d.xyz));
u_xlat0_d.xyz = ((float3(_Is_LightColor_Base, _Is_LightColor_Base, _Is_LightColor_Base) * u_xlat2.xyz) + u_xlat0_d.xyz);
u_xlat0_d.xyz = clamp(u_xlat0_d.xyz, 0, 1);
out_f.color.xyz = ((u_xlat1_d.xyz * _EyeColor.www) + u_xlat0_d.xyz);
u_xlat0_d.x = ((-_Camouflage) + 1);
out_f.color.w = (u_xlat0_d.x * _Alpha);
return out_f;
}
ENDCG
} // end phase
}
FallBack Off
}