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							- Shader "Unlit/TwoTexOffsetMaskZTest"
 
- {
 
-     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
 
-     }
 
-         SubShader
 
-         {
 
-             Tags {"Queue" = "Transparent" "RenderType" = "Transparent" }
 
-             Pass
 
-             {
 
-                 
 
-                 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;
 
-                 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;
 
-                     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;
 
-                     return col * i.color;
 
-                 }
 
-                 ENDCG
 
-             }
 
-         }
 
- }
 
 
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