// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Unlit/GlassShader" { Properties { _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} _TextureSample1("Texture Sample 1", 2D) = "white" {} _Float0("Float 0", Float) = 8.38 [HDR]_Color0("Color 0", Color) = (1,0.2216981,0.2216981,0) _In("In", Float) = 1.59 _TimeScale("TimeScale", Float) = 0.67 _MainTex("Texture 0", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { LOD 0 Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; uniform fixed4 _Color; uniform float _EnableExternalAlpha; uniform sampler2D _MainTex; uniform sampler2D _AlphaTex; uniform float4 _MainTex_ST; uniform sampler2D _TextureSample1; uniform float4 _TextureSample1_ST; uniform float _Float0; uniform float4 _Color0; uniform float _In; uniform float _TimeScale; float2 voronoihash5( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi5( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -3; j <= 3; j++ ) { for ( int i = -3; i <= 3; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash5( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d