shaoxiadiablo/Assets/AGame/Res/Shaders/MY/MYEffectMixMasking(Without Moving).shader

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2025-05-18 01:04:31 +08:00
Shader "MY/Effect/Mix Masking(Without Moving)" {
Properties{
_MainTex("MainTex", 2D) = "white" {}
_NoiseTex("NoiseTex", 2D) = "white" {}
_TintColor("TintColor", Color) = (1,1,1,1)
_Exposure("Exposure", Range(1, 10)) = 1
_SpeedX("SpeedX", Float) = 10
_SpeedY("SpeedY", Float) = 0
}
Category{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
//#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
//UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
float _Exposure;
float _SpeedX;
float _SpeedY;
sampler2D _NoiseTex;
float4 _NoiseTex_ST;
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color * _TintColor;
o.texcoord.xy = TRANSFORM_TEX(v.texcoord,_MainTex);
o.texcoord.zw = TRANSFORM_TEX(v.texcoord, _NoiseTex);
//UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag(v2f i) : SV_Target
{
//#ifdef SOFTPARTICLES_ON
//float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
//float partZ = i.projPos.z;
//float fade = saturate(_InvFade * (sceneZ - partZ));
//i.color.a *= fade;
//#endif
//fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord);
//col.a = saturate(col.a); // alpha should not have double-brightness applied to it, but we can't fix that legacy behavior without breaking everyone's effects, so instead clamp the output to get sensible HDR behavior (case 967476)
float4 u_xlat0;
u_xlat0.xy = _Time.xx * float2(_SpeedX, _SpeedY) + i.texcoord.xy;
fixed4 u_xlat10_0 = tex2D(_MainTex, u_xlat0.xy);
fixed4 u_xlat10_1 = tex2D(_NoiseTex, i.texcoord.zw);
fixed4 u_xlat16_0 = u_xlat10_0 * u_xlat10_1;
u_xlat16_0 = u_xlat16_0 * _TintColor;
u_xlat0 = u_xlat16_0 * _Exposure;
u_xlat0 = u_xlat0 * i.color;
//UNITY_APPLY_FOG(i.fogCoord, col);
return u_xlat0;
}
ENDCG
}
}
}
}