Sharde (高光Out)

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Shader created with Shader Forge v1.32 
// 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
/*SF_DATA;ver:1.32;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,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,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:0,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:32719,y:32712,varname:node_3138,prsc:2|emission-9976-OUT,custl-167-OUT;n:type:ShaderForge.SFN_TexCoord,id:8449,x:31904,y:32431,varname:node_8449,prsc:2,uv:0;n:type:ShaderForge.SFN_Fresnel,id:7418,x:32135,y:32861,varname:node_7418,prsc:2|NRM-2621-OUT,EXP-1453-OUT;n:type:ShaderForge.SFN_Multiply,id:167,x:32337,y:32866,varname:node_167,prsc:2|A-7418-OUT,B-598-OUT,C-7004-OUT;n:type:ShaderForge.SFN_Color,id:8246,x:32092,y:33027,ptovrint:False,ptlb:_ColorA,ptin:__ColorA,varname:node_8246,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:0,c3:0,c4:1;n:type:ShaderForge.SFN_Vector1,id:7004,x:32099,y:32791,varname:node_7004,prsc:2,v1:1;n:type:ShaderForge.SFN_NormalVector,id:2621,x:31865,y:32814,prsc:2,pt:False;n:type:ShaderForge.SFN_Color,id:1188,x:32085,y:33195,ptovrint:False,ptlb:_ColorB,ptin:__ColorB,varname:node_1188,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0,c2:1,c3:0.213793,c4:1;n:type:ShaderForge.SFN_Lerp,id:598,x:32294,y:33091,varname:node_598,prsc:2|A-8246-RGB,B-1188-RGB,T-3783-OUT;n:type:ShaderForge.SFN_Time,id:5172,x:31484,y:33269,varname:node_5172,prsc:2;n:type:ShaderForge.SFN_Slider,id:9823,x:31305,y:33449,ptovrint:False,ptlb:_ChangeSpeed,ptin:__ChangeSpeed,varname:node_9823,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Multiply,id:3898,x:31735,y:33381,varname:node_3898,prsc:2|A-5172-TTR,B-9823-OUT;n:type:ShaderForge.SFN_Sin,id:2906,x:31929,y:33382,varname:node_2906,prsc:2|IN-3898-OUT;n:type:ShaderForge.SFN_Abs,id:3783,x:32120,y:33382,varname:node_3783,prsc:2|IN-2906-OUT;n:type:ShaderForge.SFN_Slider,id:1453,x:31674,y:32999,ptovrint:False,ptlb:_Fresnel,ptin:__Fresnel,varname:node_1453,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:5;n:type:ShaderForge.SFN_Color,id:719,x:32134,y:32647,ptovrint:False,ptlb:node_719,ptin:_node_719,varname:node_719,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Tex2d,id:8434,x:32137,y:32480,ptovrint:False,ptlb:_MainTex,ptin:__MainTex,varname:node_8434,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:9f8fe23cc18e804459b66e641fd61092,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:9976,x:32399,y:32584,varname:node_9976,prsc:2|A-8434-A,B-719-RGB;proporder:8246-1188-9823-1453-719-8434;pass:END;sub:END;*/

Shader "Shader Forge/OutlineSpark" {
    Properties {
        __ColorA ("_ColorA", Color) = (1,0,0,1)
        __ColorB ("_ColorB", Color) = (0,1,0.213793,1)
        __ChangeSpeed ("_ChangeSpeed", Range(0, 1)) = 1
        __Fresnel ("_Fresnel", Range(0, 5)) = 1
        _node_719 ("node_719", Color) = (1,1,1,1)
        __MainTex ("_MainTex", 2D) = "white" {}
    }
    SubShader {
        Tags {
            "IgnoreProjector"="True"
            "Queue"="Transparent"
            "RenderType"="Transparent"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Blend One One
            ZWrite Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform float4 _TimeEditor;
            uniform float4 __ColorA;
            uniform float4 __ColorB;
            uniform float __ChangeSpeed;
            uniform float __Fresnel;
            uniform float4 _node_719;
            uniform sampler2D __MainTex; uniform float4 __MainTex_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = UnityObjectToClipPos(v.vertex );
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;
////// Lighting:
////// Emissive:
                float4 __MainTex_var = tex2D(__MainTex,TRANSFORM_TEX(i.uv0, __MainTex));
                float3 emissive = (__MainTex_var.a*_node_719.rgb);
                float4 node_5172 = _Time + _TimeEditor;
                float3 finalColor = emissive + (pow(1.0-max(0,dot(i.normalDir, viewDirection)),__Fresnel)*lerp(__ColorA.rgb,__ColorB.rgb,abs(sin((node_5172.a*__ChangeSpeed))))*1.0);
                return fixed4(finalColor,1);
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}


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转载自blog.csdn.net/fanfan_hongyun/article/details/78999465