154 lines
4.1 KiB
Plaintext
154 lines
4.1 KiB
Plaintext
Shader "RO/UI_Effect_UV_02"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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_Color1("Color1", Color) = (0,0.2255201,1,1)
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_Color2("Color2", Color) = (1,0,0,1)
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_LerpStr("LerpStr", Float) = 1
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_Texture0("Texture 0", 2D) = "white" {}
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_Tling("Tling", Vector) = (1,1,1,1)
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_UVSpeed("UVSpeed", Vector) = (0,0,0,0)
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}
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SubShader
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{
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LOD 0
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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Stencil
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{
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Ref [_Stencil]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilOp]
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Fail Keep
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ZFail Keep
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}
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Cull Back
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend One One
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "UnityShaderVariables.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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uniform fixed4 _Color;
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uniform fixed4 _TextureSampleAdd;
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uniform float4 _ClipRect;
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uniform sampler2D _MainTex;
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uniform float4 _Color1;
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uniform float4 _Color2;
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uniform sampler2D _Texture0;
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uniform float4 _UVSpeed;
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uniform float4 _Tling;
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uniform float _LerpStr;
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v2f vert( appdata_t IN )
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID( IN );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
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OUT.worldPosition = IN.vertex;
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OUT.worldPosition.xyz += float3( 0, 0, 0 ) ;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f IN ) : SV_Target
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{
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float2 appendResult14 = (float2(_UVSpeed.x , _UVSpeed.y));
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float2 appendResult38 = (float2(_Tling.x , _Tling.y));
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float2 uv04 = IN.texcoord.xy * appendResult38 + float2( 0,0 );
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float2 panner3 = ( 1.0 * _Time.y * appendResult14 + uv04);
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float4 break59 = tex2D( _Texture0, panner3 );
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float4 appendResult63 = (float4(break59.r , break59.g , break59.b , ( _Color1.a * break59.a )));
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float2 appendResult15 = (float2(_UVSpeed.z , _UVSpeed.w));
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float2 appendResult39 = (float2(_Tling.z , _Tling.w));
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float2 uv023 = IN.texcoord.xy * appendResult39 + float2( 0,0 );
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float2 panner12 = ( 1.0 * _Time.y * appendResult15 + uv023);
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float4 break60 = tex2D( _Texture0, panner12 );
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float4 appendResult64 = (float4(break60.r , break60.g , break60.b , ( break60.a * _Color2.a )));
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float4 lerpResult41 = lerp( _Color1 , _Color2 , saturate( ( ( appendResult63 * appendResult64 ).w * _LerpStr ) ));
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float4 temp_output_73_0 = saturate( lerpResult41 );
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float temp_output_33_0 = saturate( ( appendResult63 * appendResult64 ).w );
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half4 color = ( temp_output_73_0 * temp_output_33_0 );
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color;
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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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