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 } } } }