2025-05-18 01:04:31 +08:00

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Shader "MY/UVMove"
{
Properties
{
_Color("Main Color", Color) = (0,0,0,1)
_MainTex("Particle Texture", 2D) = "white" {}
_OffsetX("Scroll X Speed", float) = 0.99
_OffsetY("Scroll Y Speed", float) = 0.99
_Value("Value", float) = 2.0
}
Category
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True"}
Blend SrcAlpha One
AlphaTest Greater .01
Cull Off
Lighting Off
ZWrite Off
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile_particles
#include "UnityCG.cginc"
struct appdata_t
{
half4 vertex : POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
struct v2f
{
half4 vertex : POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
};
sampler2D _MainTex;
fixed4 _Color;
half4 _MainTex_ST;
half _OffsetX, _OffsetY;
half _Value;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(half2(v.texcoord.x + _OffsetX * _Time.x, v.texcoord.y + _OffsetY * _Time.x) , _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : COLOR
{
fixed4 col = _Value * i.color * _Color * tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
}