110 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			110 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Plaintext
		
	
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "YXZ/Effect/Mix Masking(1tex-Moving-noAlpha 2tex-Moving-Alpha 3mask-noMoving)_alphablend" {
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    Properties {
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        _MainTex ("MainTex", 2D) = "white" {}
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        _MainTex2 ("MainTex2", 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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        _TintColor2 ("TintColor", Color) = (1,1,1,1)
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        _Exposure ("Exposure", Range(1,10)) = 1
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        _Speed ("Speed xy:MainTex  zw:MainTex2", Vector) = (10,0,10,0)
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//        _SpeedY ("SpeedY", Float) = 0
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//        _SpeedX2 ("SpeedX2", Float) = 10.0
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//        _SpeedY2 ("SpeedY2", 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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		UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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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 _MainTex2;
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		sampler2D _NoiseTex;
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		half4 _MainTex_ST;
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		half4 _MainTex2_ST;
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		half4 _NoiseTex_ST;
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		float _Exposure;
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		fixed4 _TintColor;
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		fixed4 _TintColor2;
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		fixed4 _Speed;
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//		float _SpeedY;
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//		float _SpeedX2;
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//		float _SpeedY2;
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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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			half2 uv1 :TEXCOORD1;
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			fixed4 color : COLOR;
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      CA_SOFTPARTICLES_COORDS(2)
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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, _MainTex2);
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			o.uv1 = 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 * _Speed.x;
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			delta.y = sp.x * _Speed.y; 
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			float2 delta2;
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			delta2.x = sp.x * _Speed.z;
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			delta2.y = sp.x * _Speed.w;
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			fixed4 col = tex2D (_MainTex, i.uv.xy + delta) * _TintColor;
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//			col.a = 1;
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			fixed4 col1 = tex2D (_MainTex2, i.uv.zw + delta2)* _TintColor2;
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			fixed4 Noise = tex2D (_NoiseTex, i.uv1);
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      CA_SOFTPARTICLES_FADE(i, Noise.a);
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			return (col + col1) * Noise * _Exposure * i.color;
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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+110"}
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		Cull Off
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		ZWrite Off
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		Blend SrcAlpha OneMinusSrcAlpha
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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 fragmentoption ARB_precision_hint_fastest
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    #pragma multi_compile _CA_SOFTPARTICLES_OFF _CA_SOFTPARTICLES_ON
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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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