Shader "Unlit/TwoTexOffsetMask" { Properties { [HDR] _MainCol("MainCol",color) = (1,1,1,1) _MainTex("Texture", 2D) = "white" {} _OffsetSpeed("OffsetSpeed",vector) = (1,1,0,0) [HDR] _MainCol2("MainCol2",color) = (1,1,1,1) _MainTex2("Texture2", 2D) = "white" {} _OffsetSpeed2("OffsetSpeed2",vector) = (1,1,0,0) _MainTex2Mask("MainTex2Mask", 2D) = "white" {} _MainTex2NiuQu("MainTex2NiuQu", 2D) = "white" {} _OffsetSpeed3("OffsetSpeed3",vector) = (1,1,0,0) _ShiJianDuan("ShiJianDuan",Range(0.1,5))=1 _MainAlpha("MainAlpha",Range(0,1)) = 0.5 _MiuQuLength("MiuQuLength",Range(0,1))=0.5 _FinalAlphaFactor("FinalAlphaFactor",Range(0,1))=1 } SubShader { Tags {"Queue" = "Transparent" "RenderType" = "Transparent" } Pass { ZTest Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; half4 color : COLOR; }; struct v2f { float4 uv : TEXCOORD0; float4 uv2 : TEXCOORD2; float4 vertex : SV_POSITION; half4 color: TEXCOORD1; }; sampler2D _MainTex,_MainTex2,_MainTex2Mask, _MainTex2NiuQu; float4 _MainTex_ST,_MainTex2_ST,_MainTex2Mask_ST,_MainTex2NiuQu_ST; half4 _MainCol,_MainCol2; float4 _OffsetSpeed,_OffsetSpeed2, _OffsetSpeed3; float _ShiJianDuan, _MainAlpha, _MiuQuLength ,_FinalAlphaFactor; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv.xy = v.uv * _MainTex_ST.xy + _MainTex_ST.wz + _Time.y * _OffsetSpeed.xy; o.uv.zw = v.uv * _MainTex2_ST.xy + _MainTex2_ST.wz + _Time.y * _OffsetSpeed2.xy; o.uv2.xy = v.uv * _MainTex2Mask_ST.xy + _MainTex2Mask_ST.wz; o.uv2.zw = v.uv * _MainTex2NiuQu_ST.xy + _MainTex2NiuQu_ST.wz + _Time.y * _OffsetSpeed3.xy; o.color = v.color; return o; } half4 frag(v2f i) : SV_Target { half4 col = tex2D(_MainTex, i.uv.xy) * _MainCol * i.color; half niuqu = tex2D(_MainTex2NiuQu, i.uv2.zw).r-0.5; i.uv.zw += float2(niuqu, niuqu)* _MiuQuLength; half mask = tex2D(_MainTex2Mask, i.uv2.xy).a; half4 col2 = tex2D(_MainTex2, i.uv.zw) * _MainCol2 * i.color; col.rgb *= col.a; col2.rgb *= col2.a* mask; col += col2; col.a = saturate(col.a); float t = _Time.y * _ShiJianDuan; float alpha =max( abs(sin(t)), _MainAlpha); col.a *= alpha; col.a *= _FinalAlphaFactor; return col * i.color; } ENDCG } } }