miduo_client/Assets/ManagedResources/PublicArtRes/Shaders/Scroll2TexBend.add.shader

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