Shader "Ciconia Studio/Effects/Ghost/Ghost Animated" { Properties { _Color ("Color", Vector) = (1,1,1,1) _FresnelStrength ("Fresnel Strength", Range(0, 1)) = 0.5 _EmissiveIntensity ("Emissive Intensity", Range(0, 1)) = 0.25 _NormalmapAnimated ("Normal map (Animated)", 2D) = "bump" {} _NormalIntensity ("Normal Intensity", Range(0, 2)) = 1 _AnimationSpeed ("Animation Speed", Range(0, 1)) = 0.2 [MaterialToggle] _InvertEffect ("Invert Effect", Float) = -1 [MaterialToggle] _SwitchAnimationFlow ("Switch Animation Flow", Float) = 0 _Rotation ("Rotation", Range(0, 6)) = 0 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; struct Vertex_Stage_Input { float4 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } float4 _Color; float4 frag(Vertex_Stage_Output input) : SV_TARGET { return _Color; // RGBA } ENDHLSL } } Fallback "Diffuse" //CustomEditor "ShaderForgeMaterialInspector" }