2020-07-10 16:22:40 +08:00
										 
									 
								 
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								// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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								Shader "YXZ/Effect/Mix Masking(Without Moving)" {
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								    Properties {
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								        _MainTex ("MainTex", 2D) = "white" {}
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								        _NoiseTex ("NoiseTex", 2D) = "white" {}
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								        _TintColor ("TintColor", Color) = (1,1,1,1)
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								        _Exposure ("Exposure", Range(1,10)) = 1
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								        _SpeedX ("SpeedX", Float) = 10.0
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								        _SpeedY ("SpeedY", Float) = 0
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								        [KeywordEnum(OFF,ON)]_CA_SoftParticles("No soft particles", Float) = 0
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								        _InvFade ("Soft Particles Factor", Range(0.01,5.0)) = 5.0
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								    }
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									CGINCLUDE
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										#include "UnityCG.cginc"
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											2020-07-13 15:38:20 +08:00
										 
									 
								 
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								    UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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											2020-07-10 16:22:40 +08:00
										 
									 
								 
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										float _InvFade;
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										#include "ca_softparticles.cginc"
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										sampler2D _MainTex;
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										sampler2D _NoiseTex;
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										half4 _MainTex_ST;
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										half4 _NoiseTex_ST;
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										float _Exposure;
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										fixed4 _TintColor;
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										float _SpeedX;
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										float _SpeedY;
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										struct v2f {
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											half4 pos : SV_POSITION;
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											half4 uv : TEXCOORD0;
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											fixed4 color : COLOR;
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								      CA_SOFTPARTICLES_COORDS(1)
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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.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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											o.uv.zw = TRANSFORM_TEX(v.texcoord, _NoiseTex);
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											o.color = v.color;
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								      CA_TRANSFER_SOFTPARTICLES(o, o.pos);
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											return o;
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										}
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										fixed4 frag( v2f i ) : COLOR
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										{
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											float4 sp = _Time;
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											float2 delta;
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											delta.x = sp.x * _SpeedX;
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											delta.y = sp.x * _SpeedY; // = float2(sp.x * 10.0, sp.x * 0.0); ////----
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											float4 col = tex2D (_MainTex, i.uv.xy + delta) * tex2D (_NoiseTex, i.uv.zw) * _TintColor * _Exposure * i.color;
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								      CA_SOFTPARTICLES_FADE(i, col.a);
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								      return col;
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										}
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									ENDCG
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									SubShader {
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										Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" "Reflection" = "LaserScope" "Queue" = "Transparent"}
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										Cull Off
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										ZWrite Off
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										Blend SrcAlpha One
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										ColorMask RGB
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								        Fog { Color (0,0,0,0) }
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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 multi_compile _CA_SOFTPARTICLES_OFF _CA_SOFTPARTICLES_ON
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								//		#pragma fragmentoption ARB_precision_hint_fastest
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										ENDCG
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										}
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									}
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									FallBack Off
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								}
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