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- Shader "Unlit/TexOffsetTowCol"
- {
- Properties
- {
- [HDR]_Col1("Col1",color)=(1,1,1,1)
- [HDR]_Col2("Col2",color) = (1,1,1,1)
- _MainTex ("Texture", 2D) = "white" {}
- _OffsetSpeed("OffsetSpeed",vector) = (1,1,0,0)
- _ColorRange("ColorRange",Range(0,1)) = 1
- }
- 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 vertex : SV_POSITION;
- half4 color: TEXCOORD1;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _OffsetSpeed;
- float4 _Col1, _Col2;
- float _ColorRange;
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv.xy = v.uv.xy;
- o.uv.zw = v.uv.xy * _MainTex_ST.xy + _MainTex_ST.wz + _Time.y * _OffsetSpeed.xy;
- o.color = v.color;
- return o;
- }
- half4 frag(v2f i) : SV_Target
- {
- float factor = smoothstep(0,_ColorRange,i.uv.x);
- half4 col3 = lerp(_Col1,_Col2, factor);
- half4 col = tex2D(_MainTex, i.uv.zw) * col3;
- return col;
- }
- ENDCG
- }
-
- }
- }
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