ro-webgl/Assets/Shaders/FX_Effect/UI_Effect_UV_02.shader
2021-12-21 09:40:39 +08:00

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