| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970 | Shader "Unlit/XuanKuang"{    Properties    {        [HDR]_MainCol("MainCol",color) = (1,1,1,1)        [HDR]_FlowCol("FlowCol",color)= (1,1,1,1)        _FlowTex("FlowTex",2D)= "white" {}        _FlowSpeed("FlowSpeed",Vector)= (0, 0,0, 0)            }    SubShader    {        Cull Off        ZTest Off        ZWrite Off        Blend SrcAlpha OneMinusSrcAlpha        Tags {"Queue"= "Transparent" "RenderType"="Transparent" }                Pass        {            CGPROGRAM            #pragma vertex vert            #pragma fragment frag                       #include "UnityCG.cginc"            struct appdata            {                float4 vertex : POSITION;                float4 color : COLOR;                float2 uv:TEXCOORD0;            };            struct v2f            {                float4 color: TEXCOORD0;                             float4 vertex : SV_POSITION;                float2 uv:TEXCOORD1;            };            half4 _MainCol, _FlowCol;            sampler2D _FlowTex;            float4 _FlowTex_ST;            float4 _FlowSpeed;            v2f vert (appdata v)            {                v2f o;                o.vertex = UnityObjectToClipPos(v.vertex);                o.color = v.color;                o.uv = TRANSFORM_TEX(v.uv, _FlowTex);                o.uv += _Time.y * float2(_FlowSpeed.x, _FlowSpeed.y);                return o;            }            half4 frag(v2f i) : SV_Target            {                // sample the texture                half4 col = half4(_MainCol.rgb,_MainCol.a*i.color.a);                half4 flowCol = tex2D(_FlowTex, i.uv) * _FlowCol* i.color.r;                half4 finalCol = half4(col.rgb + flowCol.rgb, min(1, (col.a + i.color.r))* i.color.a);                return finalCol;            }            ENDCG        }    }}
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