ro-webgl/Assets/Shaders/FX_Effect/FX_AlphaBlend2.shader
2021-12-21 09:40:39 +08:00

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "RO_X/FX_2/AlphaBlend" {
Properties {
_MainTex ("Base", 2D) = "white" {}
_NoiseTex ("Noise", 2D) = "white" {}
_TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0)
_UOffsetSpeed ("XOffsetSpeed", Float) = 0
_VOffsetSpeed ("YOffsetSpeed", Float) = 0
_UVRotateSpeed ("UVRotateSpeed", Float) = 0
_NUOffsetSpeed ("NXOffsetSpeed", Float) = 0
_NVOffsetSpeed ("NYOffsetSpeed", Float) = 0
_NUVRotateSpeed ("NUVRotateSpeed", Float) = 0
_MainIntensity("MainIntensity", Float) = 1
_NoiseIntensity("NoiseIntensity", Float) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("Z Test", float) = 4 //LessEqual
[Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", float) = 0
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _NoiseTex;
float4 _NoiseTex_ST;
fixed4 _TintColor;
float _UOffsetSpeed;
float _VOffsetSpeed;
float _UVRotateSpeed;
float _NUOffsetSpeed;
float _NVOffsetSpeed;
float _NUVRotateSpeed;
float _MainIntensity;
float _NoiseIntensity;
half4 _MainTex_ST;
struct v2f {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half2 nuv : TEXCOORD1;
float4 color : COLOR;
};
v2f vert(appdata_full v) {
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.nuv.xy = TRANSFORM_TEX(v.texcoord, _NoiseTex);
float2 finaluv = o.uv.xy - float2(0.5, 0.5);
float rotation = 3.14159 * 2 * frac(_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 += frac(_Time.z * _UOffsetSpeed);
finaluv.y += frac(_Time.z * _VOffsetSpeed);
o.uv.xy = finaluv;
finaluv = o.nuv.xy - float2(0.5, 0.5);
rotation = 3.14159 * 2 * frac(_Time.z * _NUVRotateSpeed);
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 += frac(_Time.z * _NUOffsetSpeed);
finaluv.y += frac(_Time.z * _NVOffsetSpeed);
o.nuv.xy = finaluv;
o.color = v.color;
return o;
}
fixed4 frag( v2f i ) : COLOR {
fixed4 ocolor = tex2D (_MainTex, i.uv.xy ) * _MainIntensity;
fixed4 ncolor = tex2D (_NoiseTex, i.nuv.xy );
ocolor.rgb = ocolor.rgb + ncolor.rgb * _NoiseIntensity;
ocolor.a *= ncolor.a;
ocolor = (ocolor) * _TintColor;
ocolor *= i.color;
return saturate(ocolor);
}
ENDCG
SubShader {
Tags { "RenderType" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" "Queue" = "Transparent"}
Cull [_CullMode]
Lighting Off
ZWrite Off
ZTest [_ZTest]
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack Off
}