154 lines
4.0 KiB
Plaintext
154 lines
4.0 KiB
Plaintext
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڻᱻmask<73>е<EFBFBD><D0B5><EFBFBD>UI<55>ϣ<EFBFBD><CFA3><EFBFBD>Stencil Comparison<6F>ij<EFBFBD>4<EFBFBD><34>Stencil ID<49>ij<EFBFBD>2
|
||
|
||
Shader "MoleGame/Efxadd/Additive/Diffuse-SR2" {
|
||
Properties {
|
||
_MainTex ("Base layer (RGB)", 2D) = "white" {}
|
||
_ScrollX ("Base layer scroll speed X", Float) = 1.0
|
||
_ScrollY ("Base layer scroll speed Y", Float) = 0.0
|
||
_RotationStart("Rotation Start", Float) = 0
|
||
_RotationX("Base layer rotation center Y", Float) = 0.5
|
||
_RotationY("Base layer rotation center X", Float) = 0.5
|
||
_Rotation ("Base layer rotation speed", Float) = 1.0
|
||
|
||
_DetailTex ("2nd layer (RGB)", 2D) = "white" {}
|
||
_ScrollX2 ("2nd layer scroll speed X", Float) = 1.0
|
||
_ScrollY2 ("2nd layer scroll speed Y", Float) = 0.0
|
||
_RotationStart2("Rotation Start", Float) = 0
|
||
_RotationX2("2nd layer rotation center Y", Float) = 0.5
|
||
_RotationY2("2nd layer rotation center X", Float) = 0.5
|
||
_Rotation2 ("2nd layer rotation speed", Float) = 1.0
|
||
|
||
_Color("Color", Color) = (1,1,1,1)
|
||
_MMultiplier ("Multiplier", Float) = 2.0
|
||
//4 equal
|
||
//[HideInInspector] _StencilComp("Stencil Comparison", Float) = 8
|
||
//2 ui mask
|
||
//[HideInInspector] _Stencil("Stencil ID", Float) = 0
|
||
|
||
_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
|
||
}
|
||
|
||
SubShader {
|
||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||
|
||
Stencil
|
||
{
|
||
Ref[_Stencil]
|
||
Comp[_StencilComp]
|
||
Pass[_StencilOp]
|
||
ReadMask[_StencilReadMask]
|
||
WriteMask[_StencilWriteMask]
|
||
}
|
||
|
||
ZTest[unity_GUIZTestMode]
|
||
ColorMask[_ColorMask]
|
||
|
||
Blend SrcAlpha One
|
||
Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
|
||
LOD 100
|
||
|
||
CGINCLUDE
|
||
#include "UnityCG.cginc"
|
||
#include "UnityUI.cginc"
|
||
|
||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||
|
||
sampler2D _MainTex;
|
||
float4 _MainTex_ST;
|
||
float _ScrollX;
|
||
float _ScrollY;
|
||
float _RotationStart;
|
||
float _RotationX;
|
||
float _RotationY;
|
||
float _Rotation;
|
||
|
||
sampler2D _DetailTex;
|
||
float4 _DetailTex_ST;
|
||
float _ScrollX2;
|
||
float _ScrollY2;
|
||
float _RotationStart2;
|
||
float _RotationX2;
|
||
float _RotationY2;
|
||
float _Rotation2;
|
||
|
||
float4 _ClipRect;
|
||
float4 _Color;
|
||
float _MMultiplier;
|
||
|
||
struct v2f {
|
||
float4 pos : SV_POSITION;
|
||
float4 uv : TEXCOORD0;
|
||
fixed4 color : TEXCOORD1;
|
||
float4 worldPosition : TEXCOORD2;
|
||
UNITY_VERTEX_OUTPUT_STEREO
|
||
};
|
||
|
||
float2 CalcUV(float2 uv, float tx, float ty, float rstart, float rx, float ry, float r)
|
||
{
|
||
float s = sin(r*_Time+rstart);
|
||
float c = cos(r*_Time+rstart);
|
||
|
||
float2x2 m = {c, -s, s, c};
|
||
|
||
uv -= float2(rx, ry);
|
||
uv = mul(uv, m);
|
||
uv += float2(rx, ry);
|
||
|
||
uv += frac(float2(tx, ty) * _Time);
|
||
|
||
return uv;
|
||
}
|
||
|
||
v2f vert (appdata_full v)
|
||
{
|
||
v2f o;
|
||
UNITY_SETUP_INSTANCE_ID(v);
|
||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
o.worldPosition = v.vertex;
|
||
o.pos = UnityObjectToClipPos(v.vertex);
|
||
// base layer
|
||
o.uv.xy = TRANSFORM_TEX(v.texcoord.xy,_MainTex);
|
||
o.uv.xy = CalcUV(o.uv.xy, _ScrollX, _ScrollY, _RotationStart, _RotationX, _RotationY, _Rotation);
|
||
|
||
// 2nd layer
|
||
o.uv.zw = TRANSFORM_TEX(v.texcoord.xy,_DetailTex);
|
||
o.uv.zw = CalcUV(o.uv.zw, _ScrollX2, _ScrollY2, _RotationStart2, _RotationX2, _RotationY2, _Rotation2);
|
||
|
||
o.color = _MMultiplier * _Color * v.color;
|
||
|
||
return o;
|
||
}
|
||
ENDCG
|
||
|
||
|
||
Pass {
|
||
CGPROGRAM
|
||
#pragma vertex vert
|
||
#pragma fragment frag
|
||
// #pragma fragmentoption ARB_precision_hint_fastest
|
||
fixed4 frag (v2f i) : COLOR
|
||
{
|
||
half4 color = tex2D(_MainTex, i.uv.xy) * tex2D(_DetailTex, i.uv.zw) * i.color;
|
||
|
||
#ifdef UNITY_UI_CLIP_RECT
|
||
color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
|
||
#endif
|
||
#ifdef UNITY_UI_ALPHACLIP
|
||
clip(color.a - 0.001);
|
||
#endif
|
||
return color;
|
||
}
|
||
ENDCG
|
||
}
|
||
}
|
||
}
|
||
|