103 lines
2.9 KiB
Plaintext
103 lines
2.9 KiB
Plaintext
Shader "MY/Effect/Mix Masking(Without Moving)" {
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Properties{
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_MainTex("MainTex", 2D) = "white" {}
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_NoiseTex("NoiseTex", 2D) = "white" {}
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_TintColor("TintColor", Color) = (1,1,1,1)
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_Exposure("Exposure", Range(1, 10)) = 1
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_SpeedX("SpeedX", Float) = 10
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_SpeedY("SpeedY", Float) = 0
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}
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Category{
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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SubShader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_particles
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//#pragma multi_compile_fog
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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//UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _MainTex_ST;
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float _Exposure;
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float _SpeedX;
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float _SpeedY;
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sampler2D _NoiseTex;
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float4 _NoiseTex_ST;
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v2f vert(appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos(o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color * _TintColor;
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o.texcoord.xy = TRANSFORM_TEX(v.texcoord,_MainTex);
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o.texcoord.zw = TRANSFORM_TEX(v.texcoord, _NoiseTex);
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//UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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fixed4 frag(v2f i) : SV_Target
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{
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//#ifdef SOFTPARTICLES_ON
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//float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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//float partZ = i.projPos.z;
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//float fade = saturate(_InvFade * (sceneZ - partZ));
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//i.color.a *= fade;
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//#endif
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//fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord);
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//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)
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float4 u_xlat0;
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u_xlat0.xy = _Time.xx * float2(_SpeedX, _SpeedY) + i.texcoord.xy;
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fixed4 u_xlat10_0 = tex2D(_MainTex, u_xlat0.xy);
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fixed4 u_xlat10_1 = tex2D(_NoiseTex, i.texcoord.zw);
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fixed4 u_xlat16_0 = u_xlat10_0 * u_xlat10_1;
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u_xlat16_0 = u_xlat16_0 * _TintColor;
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u_xlat0 = u_xlat16_0 * _Exposure;
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u_xlat0 = u_xlat0 * i.color;
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//UNITY_APPLY_FOG(i.fogCoord, col);
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return u_xlat0;
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}
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ENDCG
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}
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}
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}
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} |