Shader "RO/UI_Effect_UV_02" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 _Color1("Color1", Color) = (0,0.2255201,1,1) _Color2("Color2", Color) = (1,0,0,1) _LerpStr("LerpStr", Float) = 1 _Texture0("Texture 0", 2D) = "white" {} _Tling("Tling", Vector) = (1,1,1,1) _UVSpeed("UVSpeed", Vector) = (0,0,0,0) } SubShader { LOD 0 Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilOp] Fail Keep ZFail Keep } Cull Back Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend One One ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP #include "UnityShaderVariables.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; uniform fixed4 _Color; uniform fixed4 _TextureSampleAdd; uniform float4 _ClipRect; uniform sampler2D _MainTex; uniform float4 _Color1; uniform float4 _Color2; uniform sampler2D _Texture0; uniform float4 _UVSpeed; uniform float4 _Tling; uniform float _LerpStr; v2f vert( appdata_t IN ) { v2f OUT; UNITY_SETUP_INSTANCE_ID( IN ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); UNITY_TRANSFER_INSTANCE_ID(IN, OUT); OUT.worldPosition = IN.vertex; OUT.worldPosition.xyz += float3( 0, 0, 0 ) ; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; return OUT; } fixed4 frag(v2f IN ) : SV_Target { float2 appendResult14 = (float2(_UVSpeed.x , _UVSpeed.y)); float2 appendResult38 = (float2(_Tling.x , _Tling.y)); float2 uv04 = IN.texcoord.xy * appendResult38 + float2( 0,0 ); float2 panner3 = ( 1.0 * _Time.y * appendResult14 + uv04); float4 break59 = tex2D( _Texture0, panner3 ); float4 appendResult63 = (float4(break59.r , break59.g , break59.b , ( _Color1.a * break59.a ))); float2 appendResult15 = (float2(_UVSpeed.z , _UVSpeed.w)); float2 appendResult39 = (float2(_Tling.z , _Tling.w)); float2 uv023 = IN.texcoord.xy * appendResult39 + float2( 0,0 ); float2 panner12 = ( 1.0 * _Time.y * appendResult15 + uv023); float4 break60 = tex2D( _Texture0, panner12 ); float4 appendResult64 = (float4(break60.r , break60.g , break60.b , ( break60.a * _Color2.a ))); float4 lerpResult41 = lerp( _Color1 , _Color2 , saturate( ( ( appendResult63 * appendResult64 ).w * _LerpStr ) )); float4 temp_output_73_0 = saturate( lerpResult41 ); float temp_output_33_0 = saturate( ( appendResult63 * appendResult64 ).w ); half4 color = ( temp_output_73_0 * temp_output_33_0 ); #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color; } ENDCG } } }