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- 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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