ro-webgl/Assets/Shaders/FX_Effect/FX_AlphaBlend.shader

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2021-12-21 09:40:39 +08:00
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "RO_X/FX_1/AlphaBlend" {
Properties {
_MainTex ("Base", 2D) = "white" {}
_TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0)
_UOffsetSpeed ("UOffsetSpeed", Float) = 0
_VOffsetSpeed ("YOffsetSpeed", Float) = 0
_UVRotateSpeed ("UVRotateSpeed", Float) = 0
_Intensity("Intensity", Float) = 1
_RootPos("RootPos",Vector) = (0,0,0,1)
[MaterialToggle] _isMirror("isMirror", Float) = 0
_Normal("Normal",Vector) = (0,0,0,1)
[Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", float) = 0
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_ST;
fixed4 _TintColor;
float _UOffsetSpeed;
float _VOffsetSpeed;
float _UVRotateSpeed;
float _Intensity;
float4 _RootPos;
float4 _Normal;
float _isMirror;
struct v2f {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
float4 color : COLOR;
};
v2f vert(appdata_full v) {
v2f o;
if (_isMirror > 0)
{
float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
float f = dot(_Normal.xyz, (_RootPos - worldPos).xyz);
if (f < 0)
{
_Normal = -_Normal;
}
_Normal.xyz = _Normal.xyz * dot(_Normal.xyz, (_RootPos - worldPos).xyz);
worldPos.xyz = worldPos.xyz + 2 * _Normal.xyz;
v.vertex = mul(unity_WorldToObject, worldPos);
}
o.pos = UnityObjectToClipPos (v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
float2 finaluv = o.uv.xy - float2(0.5, 0.5);
float rotation = 3.14159 * 2 * _Time.z * _UVRotateSpeed;
finaluv = float2(finaluv.x * cos(rotation) - finaluv.y * sin(rotation), finaluv.x * sin(rotation) + finaluv.y * cos(rotation) );
finaluv += float2(0.5, 0.5);
finaluv.x += _Time.z * _UOffsetSpeed;
finaluv.y += _Time.z * _VOffsetSpeed;
o.uv.xy = finaluv;
o.color = v.color;
return o;
}
fixed4 frag( v2f i ) : COLOR {
fixed4 ocolor = tex2D (_MainTex, i.uv.xy );
ocolor = ocolor * _TintColor;
ocolor *= i.color;
ocolor *= _Intensity;
return ocolor;
}
ENDCG
SubShader {
Tags { "RenderType" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" "Queue" = "Transparent"}
Cull[_CullMode]
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack Off
}