Shader "Cracks" { Properties { [NonModifiableTextureData] Texture2D_Texture2D_CF0DB0B2_Uniform("Texture2D", 2D) = "white" {} [NonModifiableTextureData] Texture2D_Texture2D_D8FD66BB_Uniform("Texture2D", 2D) = "white" {} Vector1_Vector1_2852A57B_Uniform("Vector1", Float) = 2.75 [NonModifiableTextureData] Texture2D_Texture2D_DF8FC6BF_Uniform("Texture2D", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" } Blend One Zero Cull Back ZTest LEqual ZWrite On LOD 200 CGPROGRAM #pragma target 3.0 #pragma surface surf Standard vertex:vert #pragma glsl #pragma debug UNITY_DECLARE_TEX2D(Texture2D_Texture2D_CF0DB0B2_Uniform); UNITY_DECLARE_TEX2D(Texture2D_Texture2D_D8FD66BB_Uniform); float Vector1_Vector1_2852A57B_Uniform; UNITY_DECLARE_TEX2D(Texture2D_Texture2D_DF8FC6BF_Uniform); void Unity_UnpackNormal_float(float4 packedNormal, out float3 normal) { normal = UnpackNormal(packedNormal); } void Unity_DotProduct_float(float3 first, float3 second, out float result) { result = dot(first, second); } void Unity_Subtract_float(float first, float second, out float result) { result = first - second; } void Unity_Sin_float(float argument, out float result) { result = sin(argument); } void Unity_Add_float(float first, float second, out float result) { result = first + second; } void Unity_Multiply_float(float4 first, float4 second, out float4 result) { result = first * second; } void Unity_Pow_float(float4 first, float4 second, out float4 result) { result = pow(first, second); } void Unity_Add_float(float4 first, float4 second, out float4 result) { result = first + second; } void Unity_Subtract_float(float4 first, float4 second, out float4 result) { result = first - second; } struct Input { float4 color : COLOR; half4 meshUV0; float3 worldNormal; INTERNAL_DATA }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); o.meshUV0 = v.texcoord; } void surf (Input IN, inout SurfaceOutputStandard o) { half4 uv0 = IN.meshUV0; float3 worldSpaceNormal = normalize(IN.worldNormal); float4 Sample2DTexture_CBB2AC98_RGBA = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_CF0DB0B2_Uniform,uv0.xy); float Sample2DTexture_CBB2AC98_R = Sample2DTexture_CBB2AC98_RGBA.r; float Sample2DTexture_CBB2AC98_G = Sample2DTexture_CBB2AC98_RGBA.g; float Sample2DTexture_CBB2AC98_B = Sample2DTexture_CBB2AC98_RGBA.b; float Sample2DTexture_CBB2AC98_A = Sample2DTexture_CBB2AC98_RGBA.a; float4 Sample2DTexture_E4154D7A_RGBA = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_D8FD66BB_Uniform,uv0.xy); float Sample2DTexture_E4154D7A_R = Sample2DTexture_E4154D7A_RGBA.r; float Sample2DTexture_E4154D7A_G = Sample2DTexture_E4154D7A_RGBA.g; float Sample2DTexture_E4154D7A_B = Sample2DTexture_E4154D7A_RGBA.b; float Sample2DTexture_E4154D7A_A = Sample2DTexture_E4154D7A_RGBA.a; float3 UnpackNormal_6C531D77_normal; Unity_UnpackNormal_float(Sample2DTexture_E4154D7A_RGBA, UnpackNormal_6C531D77_normal); float4 Color_Color_B59542C3_Uniform = float4 (0.04574043, 0.6029412, 0, 0); // Subgraph for node SubGraph_36F1FBE3 float4 SubGraph_36F1FBE3_Output1 = 0; { float4 SubGraphInputs_6ACBBD95_Input1 = (Vector1_Vector1_2852A57B_Uniform.xxxx); float DotProduct_10B07FF5_result; Unity_DotProduct_float((UNITY_MATRIX_IT_MV [2].xyz.xyz), worldSpaceNormal, DotProduct_10B07FF5_result); float Subtract_72198B00_result; Unity_Subtract_float(1, DotProduct_10B07FF5_result, Subtract_72198B00_result); float Sin_4FB6BE0D_result; Unity_Sin_float(_Time.z, Sin_4FB6BE0D_result); float Add_716D55BE_result; Unity_Add_float(Sin_4FB6BE0D_result, 2, Add_716D55BE_result); float4 Multiply_E986BCF2_result; Unity_Multiply_float(SubGraphInputs_6ACBBD95_Input1, (Add_716D55BE_result.xxxx), Multiply_E986BCF2_result); float4 Power_A9D71705_result; Unity_Pow_float((Subtract_72198B00_result.xxxx), Multiply_E986BCF2_result, Power_A9D71705_result); SubGraph_36F1FBE3_Output1 = Power_A9D71705_result; } // Subgraph ends float4 Multiply_FC556C52_result; Unity_Multiply_float(Color_Color_B59542C3_Uniform, SubGraph_36F1FBE3_Output1, Multiply_FC556C52_result); float4 Sample2DTexture_9E83468E_RGBA = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_DF8FC6BF_Uniform,uv0.xy); float Sample2DTexture_9E83468E_R = Sample2DTexture_9E83468E_RGBA.r; float Sample2DTexture_9E83468E_G = Sample2DTexture_9E83468E_RGBA.g; float Sample2DTexture_9E83468E_B = Sample2DTexture_9E83468E_RGBA.b; float Sample2DTexture_9E83468E_A = Sample2DTexture_9E83468E_RGBA.a; float4 Power_91C00DF5_result; Unity_Pow_float(Sample2DTexture_9E83468E_RGBA, float4 (30,30,30,30), Power_91C00DF5_result); float4 Multiply_B90514AD_result; Unity_Multiply_float(Power_91C00DF5_result, _SinTime, Multiply_B90514AD_result); float4 Add_27E0B602_result; Unity_Add_float(Multiply_FC556C52_result, Multiply_B90514AD_result, Add_27E0B602_result); float4 Subtract_D747760F_result; Unity_Subtract_float(float4 (1,1,1,1), Sample2DTexture_9E83468E_RGBA, Subtract_D747760F_result); o.Albedo = Sample2DTexture_CBB2AC98_RGBA; o.Normal = UnpackNormal_6C531D77_normal; o.Normal += 1e-6; o.Emission = Add_27E0B602_result; o.Metallic = Sample2DTexture_9E83468E_RGBA; o.Smoothness = Subtract_D747760F_result; } ENDCG } FallBack "Diffuse" CustomEditor "LegacyIlluminShaderGUI" }