shaoxiadiablo/Assets/Arts/VFX/Shader/VFX_UVrongjie.shader

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2025-05-18 01:04:31 +08:00
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "VFX/VFX_UV1/add"
{
Properties
{
_Texture("Texture", 2D) = "white" {}
_Mask("Mask", 2D) = "white" {}
[HDR]_Color0("_Color0", Color) = (1,1,1,0)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend One One
Cull Off
ColorMask RGBA
ZWrite Off
ZTest LEqual
Pass
{
Name "Unlit"
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
};
uniform sampler2D _Texture;
uniform float4 _Texture_ST;
uniform half4 _Color0;
uniform sampler2D _Mask;
uniform float4 _Mask_ST;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.ase_texcoord.xy = v.ase_texcoord.xy;
o.ase_texcoord.zw = v.ase_texcoord1.xy;
o.ase_color = v.color;
float3 vertexValue = float3(0,0,0) ;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
float2 uv0_Texture = i.ase_texcoord.xy * _Texture_ST.xy + _Texture_ST.zw;
float2 uv1_Texture = i.ase_texcoord.zw * _Texture_ST.xy + _Texture_ST.zw;
float2 appendResult5 = (float2(uv1_Texture.x , uv1_Texture.y));
float2 uv_Mask = i.ase_texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
finalColor = ( tex2D( _Texture, ( uv0_Texture + appendResult5 ) ) * _Color0 * i.ase_color * tex2D( _Mask, uv_Mask ) * i.ase_color.a );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
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//CHKSM=DDFF4E3965F744AA44075F36CF10354A6789FC66