88 lines
2.0 KiB
Plaintext
88 lines
2.0 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// - Unlit
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// - Scroll 2 layers /w Multiplicative op
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Shader "CR/UV Wave" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Base layer (RGB)", 2D) = "white" {}
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_DetailTex ("2nd layer (RGB)", 2D) = "white" {}
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_MaskTex("Mask (RGB)", 2D) = "white" {}
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_ScrollX ("Base layer Scroll speed X", Float) = 1.0
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_ScrollY ("Base layer Scroll speed Y", Float) = 0.0
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_Scroll2X ("2nd layer Scroll speed X", Float) = 1.0
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_Scroll2Y ("2nd layer Scroll speed Y", Float) = 0.0
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_AMultiplier ("Layer Multiplier", Float) = 0.5
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}
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SubShader {
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Tags { "Queue"="Transparent+2000" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend One One
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Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
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CGINCLUDE
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//#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _DetailTex;
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sampler2D _MaskTex;
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float4 _MainTex_ST;
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float4 _DetailTex_ST;
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float4 _MaskTex_ST;
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fixed4 _Color;
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float _ScrollX;
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float _ScrollY;
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float _Scroll2X;
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float _Scroll2Y;
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float _AMultiplier;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 nuv : TEXCOORD0;
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float2 uv : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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fixed4 color : TEXCOORD3;
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};
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v2f vert (appdata_full v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.nuv = TRANSFORM_TEX(v.texcoord.xy, _MaskTex);
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o.uv = TRANSFORM_TEX(v.texcoord.xy,_MainTex) + frac(float2(_ScrollX, _ScrollY) * _Time);
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o.uv2 = TRANSFORM_TEX(v.texcoord.xy,_DetailTex) + frac(float2(_Scroll2X, _Scroll2Y) * _Time);
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float clr = _AMultiplier * v.color.a * _Color.a;
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o.color = fixed4(clr, clr, clr, clr) * _Color;
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return o;
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}
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ENDCG
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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fixed4 frag (v2f i) : COLOR
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{
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fixed4 o;
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fixed4 tex = tex2D (_MainTex, i.uv);
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fixed4 tex2 = tex2D (_DetailTex, i.uv2);
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fixed4 mask = tex2D(_MaskTex, i.nuv);
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o = tex * i.color * mask.a;
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return o;
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}
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ENDCG
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}
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}
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}
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