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- //������ڻᱻmask�е���UI�ϣ���Stencil Comparison�ij�4��Stencil ID�ij�2
- Shader "MoleGame/Efxadd/Additive/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
- //4 equal
- //[HideInInspector] _StencilComp("Stencil Comparison", Float) = 8
- //2 ui mask
- //[HideInInspector] _Stencil("Stencil ID", Float) = 0
- _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
- }
-
- SubShader {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- Stencil
- {
- Ref[_Stencil]
- Comp[_StencilComp]
- Pass[_StencilOp]
- ReadMask[_StencilReadMask]
- WriteMask[_StencilWriteMask]
- }
- ZTest[unity_GUIZTestMode]
- ColorMask[_ColorMask]
- Blend SrcAlpha One
- Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
- LOD 100
-
- CGINCLUDE
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- #pragma multi_compile __ UNITY_UI_CLIP_RECT
- #pragma multi_compile __ UNITY_UI_ALPHACLIP
- 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 _ClipRect;
- float4 _Color;
- float _MMultiplier;
-
- struct v2f {
- float4 pos : SV_POSITION;
- float4 uv : TEXCOORD0;
- fixed4 color : TEXCOORD1;
- float4 worldPosition : TEXCOORD2;
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- 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;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.worldPosition = v.vertex;
- 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
- {
- half4 color = tex2D(_MainTex, i.uv.xy) * tex2D(_DetailTex, i.uv.zw) * i.color;
- #ifdef UNITY_UI_CLIP_RECT
- color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
- #endif
- #ifdef UNITY_UI_ALPHACLIP
- clip(color.a - 0.001);
- #endif
- return color;
- }
- ENDCG
- }
- }
- }
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