// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "RO_X/FX_2/Additive" { Properties { _MainTex ("Base", 2D) = "white" {} _NoiseTex ("Noise", 2D) = "white" {} _TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0) _UOffsetSpeed ("XOffsetSpeed", Float) = 0 _VOffsetSpeed ("YOffsetSpeed", Float) = 0 _UVRotateSpeed ("UVRotateSpeed", Float) = 0 _NUOffsetSpeed ("NXOffsetSpeed", Float) = 0 _NVOffsetSpeed ("NYOffsetSpeed", Float) = 0 _NUVRotateSpeed ("NUVRotateSpeed", Float) = 0 _MainIntensity("MainIntensity", Float) = 1 _RootPos("RootPos",Vector) = (0,0,0,1) [MaterialToggle] _isMirror("isMirror", Float) = 0 _Normal("Normal",Vector) = (0,0,0,1) [Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", float) = 0 } CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _NoiseTex; float4 _NoiseTex_ST; fixed4 _TintColor; float _UOffsetSpeed; float _VOffsetSpeed; float _UVRotateSpeed; float _NUOffsetSpeed; float _NVOffsetSpeed; float _NUVRotateSpeed; float _MainIntensity; half4 _MainTex_ST; float4 _RootPos; float4 _Normal; float _isMirror; struct v2f { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; half2 nuv : TEXCOORD1; float4 color : COLOR; }; v2f vert(appdata_full v) { v2f o; if (_isMirror > 0) { float4 worldPos = mul(unity_ObjectToWorld, v.vertex); float f = dot(_Normal.xyz, (_RootPos - worldPos).xyz); if (f < 0) { _Normal = -_Normal; } _Normal.xyz = _Normal.xyz * dot(_Normal.xyz, (_RootPos - worldPos).xyz); worldPos.xyz = worldPos.xyz + 2 * _Normal.xyz; v.vertex = mul(unity_WorldToObject, worldPos); } o.pos = UnityObjectToClipPos (v.vertex); o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); o.nuv.xy = TRANSFORM_TEX(v.texcoord, _NoiseTex); float2 finaluv = o.uv.xy - float2(0.5, 0.5); float rotation = 3.14159 * 2 * frac(_Time.z * _UVRotateSpeed); finaluv = float2(finaluv.x * cos(rotation) - finaluv.y * sin(rotation), finaluv.x * sin(rotation) + finaluv.y * cos(rotation) ); finaluv += float2(0.5, 0.5); finaluv.x += frac(_Time.z * _UOffsetSpeed); finaluv.y += frac(_Time.z * _VOffsetSpeed); o.uv.xy = finaluv; finaluv = o.nuv.xy - float2(0.5, 0.5); rotation = 3.14159 * 2 * frac(_Time.z * _NUVRotateSpeed); finaluv = float2(finaluv.x * cos(rotation) - finaluv.y * sin(rotation), finaluv.x * sin(rotation) + finaluv.y * cos(rotation) ); finaluv += float2(0.5, 0.5); finaluv.x += frac(_Time.z * _NUOffsetSpeed); finaluv.y += frac(_Time.z * _NVOffsetSpeed); o.nuv.xy = finaluv; o.color = v.color; return o; } fixed4 frag( v2f i ) : COLOR { fixed4 ocolor = tex2D (_MainTex, i.uv.xy )* _TintColor; fixed4 ncolor = tex2D (_NoiseTex, i.nuv.xy ); ocolor.rgb = ocolor.rgb * ncolor.rgb * _MainIntensity; ocolor.a *= ncolor.a; //ocolor = (ocolor) * _TintColor; ocolor *= i.color; return ocolor; } ENDCG SubShader { Tags { "RenderType" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" "Queue" = "Transparent"} Cull[_CullMode] Lighting Off ZWrite Off Fog { Mode Off } Blend SrcAlpha One Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest ENDCG } } FallBack Off }