| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293 | 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            }        }}
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