// Made with Amplify Shader Editor // Available at the Unity Asset Store - http// u3das/y3X Shader "Damage Numbers Pro/Target" { Properties { _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [ASEEnd]_Brightness("Brightness", Float) = 1 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Cull Back Pass { CGPROGRAM #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX // only defining to not throw compilation error over Unity 55 #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; uniform sampler2D _MainTex; uniform fixed4 _Color; uniform float4 _MainTex_ST; uniform float _Brightness; v2f vert ( appdata v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); o.texcoord.xy = v.texcoord.xy; o.texcoord.zw = v.texcoord1.xy; // ase common template code v.vertex.xyz += float3(0,0,0) ; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i ) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); fixed4 myColorVar; // ase common template code float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode6 = tex2D( _MainTex, uv_MainTex ); float4 appendResult18 = (float4(( (tex2DNode6).rgb * _Brightness ) , tex2DNode6.a)); myColorVar = appendResult18; return myColorVar; } ENDCG } } } /*ASEBEGIN Version=18912 724;334;1374;768;1236.372;778.1483;1.434665;True;False Node;AmplifyShaderEditor.TemplateShaderPropertyNode;21;-1161.77,-334.8346;Inherit;False;0;0;_MainTex;Shader;False;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;6;-940.8149,-323.5914;Inherit;True;Property;_Texture;Texture;1;0;Create;True;0;0;0;False;0;False;-1;None;ea01e3fafd48986428f8fac7ecfe9432;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ComponentMaskNode;8;-545.1206,-325.8462;Inherit;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RangedFloatNode;1;-484.9998,-196.1928;Inherit;False;Property;_Brightness;Brightness;0;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;-252.6386,-272.7975;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.DynamicAppendNode;18;6.048921,-265.9704;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;20;283.3574,-306.2935;Float;False;True;-1;2;;100;6;Damage Numbers Pro/Target;6e114a916ca3e4b4bb51972669d463bf;True;SubShader 0 Pass 0;0;0;SubShader 0 Pass 0;2;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;RenderType=Opaque=RenderType;False;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;0;;0;0;Standard;0;0;1;True;False;;False;0 WireConnection;6;0;21;0 WireConnection;8;0;6;0 WireConnection;9;0;8;0 WireConnection;9;1;1;0 WireConnection;18;0;9;0 WireConnection;18;3;6;4 WireConnection;20;0;18;0 ASEEND*/ // CHKSM=57D84B8464CD9EE5814B931FE6297A17F5B99204