ElectricityBusinessHall_Dig.../Assets/ArtRes/FX_3D/FX/Shader/CR-Wave.shader

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