150 lines
3.1 KiB
Plaintext
150 lines
3.1 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "S_Game_Effects/Scroll2TexBend.add" {
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Properties {
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_MainTex1 ("Tex1(RGB)", 2D) = "white" {}
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_MainTex2 ("Tex2(RGB)", 2D) = "white" {}
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_ScrollX ("Tex1 speed X", Float) = 1.0
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_ScrollY ("Tex1 speed Y", Float) = 0.0
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_Scroll2X ("Tex2 speed X", Float) = 1.0
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_Scroll2Y ("Tex2 speed Y", Float) = 0.0
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_Color("Color", Color) = (1,1,1,1)
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_UVXX("UVXX", vector)=(0.3,1,1,1)
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_MMultiplier ("Layer Multiplier", Float) = 2.0
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}
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SubShader {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha One
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Cull Off Lighting Off ZWrite Off
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ColorMask RGB
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LOD 100
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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 _MainTex1;
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sampler2D _MainTex2;
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float4 _MainTex1_ST;
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float4 _MainTex2_ST;
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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 _MMultiplier;
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float4 _UVXX;
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float4 _Color;
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struct v2f {
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float4 pos : SV_POSITION;
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float4 uv : TEXCOORD0;
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fixed4 color : TEXCOORD1;
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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.xy,_MainTex1) + frac(float2(_ScrollX, _ScrollY) * _Time.x);
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o.uv.zw = TRANSFORM_TEX(v.texcoord.xy,_MainTex2) + frac(float2(_Scroll2X, _Scroll2Y) * _Time.x);
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o.color = _MMultiplier * _Color * v.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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Tags {"LightMode"="ForwardBase"}
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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 (_MainTex1, i.uv.xy);
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half2 uv=tex.r * _UVXX.x;
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fixed4 tex2 = tex2D (_MainTex2, i.uv.zw + uv);
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o = tex * tex2 * i.color;
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//o.a = dot(o.rgb, float3(0.3,0.59,0.11));
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return o;
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}
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ENDCG
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}
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Pass {
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Tags {"LightMode"="Vertex"}
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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 (_MainTex1, i.uv.xy);
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half2 uv=tex.r * _UVXX.x;
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fixed4 tex2 = tex2D (_MainTex2, i.uv.zw + uv);
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o = tex * tex2 * i.color;
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//o.a = dot(o.rgb, float3(0.3,0.59,0.11));
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return o;
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}
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ENDCG
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}
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Pass {
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Tags {"LightMode"="VertexLM"}
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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 (_MainTex1, i.uv.xy);
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half2 uv=tex.r * _UVXX.x;
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fixed4 tex2 = tex2D (_MainTex2, i.uv.zw + uv);
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o = tex * tex2 * i.color;
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//o.a = dot(o.rgb, float3(0.3,0.59,0.11));
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return o;
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}
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ENDCG
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}
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Pass {
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Tags {"LightMode"="VertexLMRGBM"}
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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 (_MainTex1, i.uv.xy);
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half2 uv=tex.r * _UVXX.x;
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fixed4 tex2 = tex2D (_MainTex2, i.uv.zw + uv);
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o = tex * tex2 * i.color;
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//o.a = dot(o.rgb, float3(0.3,0.59,0.11));
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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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