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- 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
- }
- 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;
- 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;
- return col * i.color;
- }
- ENDCG
- }
- }
- }
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