TwoTexOffsetMask.shader 3.4 KB

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  1. Shader "Unlit/TwoTexOffsetMask"
  2. {
  3. Properties
  4. {
  5. [HDR] _MainCol("MainCol",color) = (1,1,1,1)
  6. _MainTex("Texture", 2D) = "white" {}
  7. _OffsetSpeed("OffsetSpeed",vector) = (1,1,0,0)
  8. [HDR] _MainCol2("MainCol2",color) = (1,1,1,1)
  9. _MainTex2("Texture2", 2D) = "white" {}
  10. _OffsetSpeed2("OffsetSpeed2",vector) = (1,1,0,0)
  11. _MainTex2Mask("MainTex2Mask", 2D) = "white" {}
  12. _MainTex2NiuQu("MainTex2NiuQu", 2D) = "white" {}
  13. _OffsetSpeed3("OffsetSpeed3",vector) = (1,1,0,0)
  14. _ShiJianDuan("ShiJianDuan",Range(0.1,5))=1
  15. _MainAlpha("MainAlpha",Range(0,1)) = 0.5
  16. _MiuQuLength("MiuQuLength",Range(0,1))=0.5
  17. _FinalAlphaFactor("FinalAlphaFactor",Range(0,1))=1
  18. }
  19. SubShader
  20. {
  21. Tags {"Queue" = "Transparent" "RenderType" = "Transparent" }
  22. Pass
  23. {
  24. ZTest Off
  25. ZWrite Off
  26. Blend SrcAlpha OneMinusSrcAlpha
  27. CGPROGRAM
  28. #pragma vertex vert
  29. #pragma fragment frag
  30. #include "UnityCG.cginc"
  31. struct appdata
  32. {
  33. float4 vertex : POSITION;
  34. float2 uv : TEXCOORD0;
  35. half4 color : COLOR;
  36. };
  37. struct v2f
  38. {
  39. float4 uv : TEXCOORD0;
  40. float4 uv2 : TEXCOORD2;
  41. float4 vertex : SV_POSITION;
  42. half4 color: TEXCOORD1;
  43. };
  44. sampler2D _MainTex,_MainTex2,_MainTex2Mask, _MainTex2NiuQu;
  45. float4 _MainTex_ST,_MainTex2_ST,_MainTex2Mask_ST,_MainTex2NiuQu_ST;
  46. half4 _MainCol,_MainCol2;
  47. float4 _OffsetSpeed,_OffsetSpeed2, _OffsetSpeed3;
  48. float _ShiJianDuan, _MainAlpha, _MiuQuLength ,_FinalAlphaFactor;
  49. v2f vert(appdata v)
  50. {
  51. v2f o;
  52. o.vertex = UnityObjectToClipPos(v.vertex);
  53. o.uv.xy = v.uv * _MainTex_ST.xy + _MainTex_ST.wz + _Time.y * _OffsetSpeed.xy;
  54. o.uv.zw = v.uv * _MainTex2_ST.xy + _MainTex2_ST.wz + _Time.y * _OffsetSpeed2.xy;
  55. o.uv2.xy = v.uv * _MainTex2Mask_ST.xy + _MainTex2Mask_ST.wz;
  56. o.uv2.zw = v.uv * _MainTex2NiuQu_ST.xy + _MainTex2NiuQu_ST.wz + _Time.y * _OffsetSpeed3.xy;
  57. o.color = v.color;
  58. return o;
  59. }
  60. half4 frag(v2f i) : SV_Target
  61. {
  62. half4 col = tex2D(_MainTex, i.uv.xy) * _MainCol * i.color;
  63. half niuqu = tex2D(_MainTex2NiuQu, i.uv2.zw).r-0.5;
  64. i.uv.zw += float2(niuqu, niuqu)* _MiuQuLength;
  65. half mask = tex2D(_MainTex2Mask, i.uv2.xy).a;
  66. half4 col2 = tex2D(_MainTex2, i.uv.zw) * _MainCol2 * i.color;
  67. col.rgb *= col.a;
  68. col2.rgb *= col2.a* mask;
  69. col += col2;
  70. col.a = saturate(col.a);
  71. float t = _Time.y * _ShiJianDuan;
  72. float alpha =max( abs(sin(t)), _MainAlpha);
  73. col.a *= alpha;
  74. col.a *= _FinalAlphaFactor;
  75. return col * i.color;
  76. }
  77. ENDCG
  78. }
  79. }
  80. }