Super Knight : Enter the Dungeon
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// Shader created with Shader Forge v1.40
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.40;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,cpap:True,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,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:4,bdst:1,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:True,fgod:False,fgor:False,fgmd:0,fgcr:1,fgcg:1,fgcb:1,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp: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:4795,x:33155,y:32781,varname:node_4795,prsc:2|emission-4436-OUT;n:type:ShaderForge.SFN_Tex2d,id:6074,x:32251,y:32746,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:ab5fee3a8b84b11459075fa73b398057,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:2393,x:32495,y:32793,varname:node_2393,prsc:2|A-6074-RGB,B-2053-RGB;n:type:ShaderForge.SFN_VertexColor,id:2053,x:32251,y:32917,varname:node_2053,prsc:2;n:type:ShaderForge.SFN_Lerp,id:6958,x:32759,y:32813,varname:node_6958,prsc:2|A-8003-OUT,B-2393-OUT,T-2797-OUT;n:type:ShaderForge.SFN_Multiply,id:2797,x:32495,y:32917,varname:node_2797,prsc:2|A-6074-A,B-2053-A;n:type:ShaderForge.SFN_Vector1,id:8003,x:32495,y:32731,varname:node_8003,prsc:2,v1:1;n:type:ShaderForge.SFN_Power,id:4436,x:32926,y:32879,varname:node_4436,prsc:2|VAL-6958-OUT,EXP-6730-OUT;n:type:ShaderForge.SFN_ValueProperty,id:6730,x:32759,y:32981,ptovrint:False,ptlb:Power,ptin:_Power,varname:node_6730,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;proporder:6074-6730;pass:END;sub:END;*/
Shader "Shader Forge/Multplicative" {
Properties {
_MainTex ("MainTex", 2D) = "white" {}
_Power ("Power", Float ) = 1
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend DstColor Zero
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
UNITY_INSTANCING_BUFFER_START( Props )
UNITY_DEFINE_INSTANCED_PROP( float, _Power)
UNITY_INSTANCING_BUFFER_END( Props )
struct VertexInput {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
float2 uv0 : TEXCOORD0;
float4 vertexColor : COLOR;
UNITY_FOG_COORDS(1)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_TRANSFER_INSTANCE_ID( v, o );
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
float4 frag(VertexOutput i) : COLOR {
UNITY_SETUP_INSTANCE_ID( i );
////// Lighting:
////// Emissive:
float node_8003 = 1.0;
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float _Power_var = UNITY_ACCESS_INSTANCED_PROP( Props, _Power );
float3 emissive = pow(lerp(float3(node_8003,node_8003,node_8003),(_MainTex_var.rgb*i.vertexColor.rgb),(_MainTex_var.a*i.vertexColor.a)),_Power_var);
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG_COLOR(i.fogCoord, finalRGBA, fixed4(1,1,1,1));
return finalRGBA;
}
ENDCG
}
}
CustomEditor "ShaderForgeMaterialInspector"
}