// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "MoleGame/Efxadd/AlphaBlend/Diffuse-SR2" { Properties { _MainTex ("Base layer (RGB)", 2D) = "white" {} _ScrollX ("Base layer scroll speed X", Float) = 1.0 _ScrollY ("Base layer scroll speed Y", Float) = 0.0 _RotationStart("Rotation Start", Float) = 0 _RotationX("Base layer rotation center Y", Float) = 0.5 _RotationY("Base layer rotation center X", Float) = 0.5 _Rotation ("Base layer rotation speed", Float) = 1.0 _DetailTex ("2nd layer (RGB)", 2D) = "white" {} _ScrollX2 ("2nd layer scroll speed X", Float) = 1.0 _ScrollY2 ("2nd layer scroll speed Y", Float) = 0.0 _RotationStart2("Rotation Start", Float) = 0 _RotationX2("2nd layer rotation center Y", Float) = 0.5 _RotationY2("2nd layer rotation center X", Float) = 0.5 _Rotation2 ("2nd layer rotation speed", Float) = 1.0 _Color("Color", Color) = (1,1,1,1) _MMultiplier ("Multiplier", Float) = 2.0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } LOD 100 CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; float _ScrollX; float _ScrollY; float _RotationStart; float _RotationX; float _RotationY; float _Rotation; sampler2D _DetailTex; float4 _DetailTex_ST; float _ScrollX2; float _ScrollY2; float _RotationStart2; float _RotationX2; float _RotationY2; float _Rotation2; float4 _Color; float _MMultiplier; struct v2f { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; fixed4 color : TEXCOORD1; }; float2 CalcUV(float2 uv, float tx, float ty, float rstart, float rx, float ry, float r) { float s = sin(r*_Time+rstart); float c = cos(r*_Time+rstart); float2x2 m = {c, -s, s, c}; uv -= float2(rx, ry); uv = mul(uv, m); uv += float2(rx, ry); uv += frac(float2(tx, ty) * _Time); return uv; } v2f vert (appdata_full v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); // base layer o.uv.xy = TRANSFORM_TEX(v.texcoord.xy,_MainTex); o.uv.xy = CalcUV(o.uv.xy, _ScrollX, _ScrollY, _RotationStart, _RotationX, _RotationY, _Rotation); // 2nd layer o.uv.zw = TRANSFORM_TEX(v.texcoord.xy,_DetailTex); o.uv.zw = CalcUV(o.uv.zw, _ScrollX2, _ScrollY2, _RotationStart2, _RotationX2, _RotationY2, _Rotation2); o.color = _MMultiplier * _Color * v.color; return o; } ENDCG Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // #pragma fragmentoption ARB_precision_hint_fastest fixed4 frag (v2f i) : COLOR { fixed4 col = tex2D (_MainTex, i.uv.xy) * tex2D (_DetailTex, i.uv.zw) * i.color; col.a = saturate(col.a); return col; } ENDCG } } }