Target.shader 4.1 KB

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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http// u3das/y3X
  3. Shader "Damage Numbers Pro/Target"
  4. {
  5. Properties
  6. {
  7. _MainTex ("Sprite Texture", 2D) = "white" {}
  8. _Color ("Tint", Color) = (1,1,1,1)
  9. [ASEEnd]_Brightness("Brightness", Float) = 1
  10. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  11. }
  12. SubShader
  13. {
  14. Tags { "RenderType"="Opaque" }
  15. LOD 100
  16. Cull Back
  17. Pass
  18. {
  19. CGPROGRAM
  20. #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
  21. // only defining to not throw compilation error over Unity 55
  22. #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
  23. #endif
  24. #pragma target 3.0
  25. #pragma vertex vert
  26. #pragma fragment frag
  27. #include "UnityCG.cginc"
  28. struct appdata
  29. {
  30. float4 vertex : POSITION;
  31. float4 texcoord : TEXCOORD0;
  32. float4 texcoord1 : TEXCOORD1;
  33. UNITY_VERTEX_INPUT_INSTANCE_ID
  34. };
  35. struct v2f
  36. {
  37. float4 vertex : SV_POSITION;
  38. float4 texcoord : TEXCOORD0;
  39. UNITY_VERTEX_INPUT_INSTANCE_ID
  40. UNITY_VERTEX_OUTPUT_STEREO
  41. };
  42. uniform sampler2D _MainTex;
  43. uniform fixed4 _Color;
  44. uniform float4 _MainTex_ST;
  45. uniform float _Brightness;
  46. v2f vert ( appdata v )
  47. {
  48. v2f o;
  49. UNITY_SETUP_INSTANCE_ID(v);
  50. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  51. UNITY_TRANSFER_INSTANCE_ID(v, o);
  52. o.texcoord.xy = v.texcoord.xy;
  53. o.texcoord.zw = v.texcoord1.xy;
  54. // ase common template code
  55. v.vertex.xyz += float3(0,0,0) ;
  56. o.vertex = UnityObjectToClipPos(v.vertex);
  57. return o;
  58. }
  59. fixed4 frag (v2f i ) : SV_Target
  60. {
  61. UNITY_SETUP_INSTANCE_ID(i);
  62. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
  63. fixed4 myColorVar;
  64. // ase common template code
  65. float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
  66. float4 tex2DNode6 = tex2D( _MainTex, uv_MainTex );
  67. float4 appendResult18 = (float4(( (tex2DNode6).rgb * _Brightness ) , tex2DNode6.a));
  68. myColorVar = appendResult18;
  69. return myColorVar;
  70. }
  71. ENDCG
  72. }
  73. }
  74. }
  75. /*ASEBEGIN
  76. Version=18912
  77. 724;334;1374;768;1236.372;778.1483;1.434665;True;False
  78. 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
  79. 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
  80. 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
  81. 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
  82. 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
  83. 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
  84. 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
  85. WireConnection;6;0;21;0
  86. WireConnection;8;0;6;0
  87. WireConnection;9;0;8;0
  88. WireConnection;9;1;1;0
  89. WireConnection;18;0;9;0
  90. WireConnection;18;3;6;4
  91. WireConnection;20;0;18;0
  92. ASEEND*/
  93. // CHKSM=57D84B8464CD9EE5814B931FE6297A17F5B99204