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 | Shader "HHF/Example/UnlitArmor"{
 Properties
 {
 _MainTex ("Texture", 2D) = "white" {}
 
 [Header(Light)]
 _LightTex("LightTex",2D) = "white" {}
 _LightColor ("LightColor",color) = (1,1,1,1)
 _LightFactor("SpeedX(x) SpeedY(y) OffsetY(z) Intensity(w)", vector) = (0.1, 0.1, 0, 1)
 [Toggle]_LightToggle("Light Toggle",int) = 0
 }
 
 SubShader
 {
 Tags
 {
 "RenderPipeline"="UniversalPipeline"
 "RenderType"="Opaque"
 }
 
 Pass
 {
 HLSLPROGRAM
 #pragma prefer_hlslcc gles
 #pragma exclude_renderers d3d11_9x
 #pragma vertex vert
 #pragma fragment frag
 #pragma multi_compile _ _LIGHTTOGGLE_ON
 
 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
 
 struct appdata
 {
 float4 vertex : POSITION;
 float4 uv : TEXCOORD0;
 };
 
 struct v2f
 {
 float4 uv : TEXCOORD0;
 float4 positionCS : SV_POSITION;
 float4 objPos:TEXCOORD1;
 };
 
 CBUFFER_START(UnityPerMaterial)
 float4 _MainTex_ST;
 float4 _LightTex_ST;
 half4 _LightColor;
 half4 _LightFactor;
 CBUFFER_END
 
 TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
 TEXTURE2D (_LightTex);SAMPLER(sampler_LightTex);
 
 
 v2f vert(appdata v)
 {
 v2f o = (v2f)0;
 o.objPos = v.vertex;
 o.positionCS = TransformObjectToHClip(v.vertex.xyz);
 o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
 o.uv.zw = TRANSFORM_TEX(v.uv.xy, _LightTex) + float2(_LightFactor.x, _LightFactor.y) * _Time.y;;
 
 return o;
 }
 
 half4 frag(v2f i) : SV_TARGET
 {
 half4 c = 0;
 
 half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv.xy);
 c = mainTex;
 
 #if _LIGHTTOGGLE_ON
 half fade = max(0, 1 - saturate(i.objPos.y - _LightFactor.z)) * _LightFactor.w;
 half4 lightTex = SAMPLE_TEXTURE2D(_LightTex, sampler_LightTex, i.uv.zw);
 c += (lightTex * fade + fade) * _LightColor ;
 #endif
 
 return c;
 }
 
 ENDHLSL
 }
 }
 
 SubShader
 {
 Tags { "RenderType"="Opaque"}
 
 Pass
 {
 CGPROGRAM
 #pragma vertex vert
 #pragma fragment frag
 #pragma multi_compile _ _LIGHTTOGGLE_ON
 #include "UnityCG.cginc"
 #include "AutoLight.cginc"
 #include "Lighting.cginc"
 
 struct appdata
 {
 float4 vertex : POSITION;
 float4 uv : TEXCOORD0;
 };
 
 struct v2f
 {
 float4 uv : TEXCOORD0;
 float4 positionCS : SV_POSITION;
 float4 objPos:TEXCOORD1;
 };
 
 sampler2D _MainTex;float4 _MainTex_ST;
 sampler2D _LightTex;float4 _LightTex_ST;
 half4 _LightColor;
 half4 _LightFactor;
 
 v2f vert (appdata v)
 {
 v2f o = (v2f)0;
 o.objPos = v.vertex;
 o.positionCS = UnityObjectToClipPos(v.vertex);
 o.uv.xy = TRANSFORM_TEX(v.uv.xy, _MainTex);
 o.uv.zw = TRANSFORM_TEX(v.uv.xy, _LightTex) + float2(_LightFactor.x, _LightFactor.y) * _Time.y;;
 
 return o;
 }
 
 half4 frag (v2f i) : SV_Target
 {
 half4 c = 0;
 
 half4 mainTex = tex2D(_MainTex, i.uv.xy);
 c = mainTex;
 
 #if _LIGHTTOGGLE_ON
 half fade = max(0, 1 - saturate(i.objPos.y - _LightFactor.z)) * _LightFactor.w;
 half4 lightTex = tex2D(_LightTex, i.uv.zw);
 c += (lightTex * fade + fade) * _LightColor ;
 #endif
 
 return c;
 }
 ENDCG
 }
 }
 }
 
 |