FX_Additive.shader 2.6 KB

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  1. // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
  2. // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
  3. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  4. Shader "RO_X/FX_1/Additive" {
  5. Properties {
  6. _MainTex ("Base", 2D) = "white" {}
  7. _TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0)
  8. _UOffsetSpeed ("UOffsetSpeed", Float) = 0
  9. _VOffsetSpeed ("YOffsetSpeed", Float) = 0
  10. _UVRotateSpeed ("UVRotateSpeed", Float) = 0
  11. _Intensity("Intensity", Float) = 1
  12. _RootPos("RootPos",Vector) = (0,0,0,1)
  13. [MaterialToggle] _isMirror("isMirror", Float) = 0
  14. _Normal("Normal",Vector) = (0,0,0,1)
  15. [Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", float) = 0
  16. }
  17. CGINCLUDE
  18. #include "UnityCG.cginc"
  19. sampler2D _MainTex;
  20. half4 _MainTex_ST;
  21. fixed4 _TintColor;
  22. float _UOffsetSpeed;
  23. float _VOffsetSpeed;
  24. float _UVRotateSpeed;
  25. float _Intensity;
  26. float4 _RootPos;
  27. float4 _Normal;
  28. float _isMirror;
  29. struct v2f {
  30. half4 pos : SV_POSITION;
  31. half2 uv : TEXCOORD0;
  32. float4 color : COLOR;
  33. };
  34. v2f vert(appdata_full v) {
  35. v2f o;
  36. if (_isMirror > 0)
  37. {
  38. float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
  39. float f = dot(_Normal.xyz, (_RootPos - worldPos).xyz);
  40. if (f < 0)
  41. {
  42. _Normal = -_Normal;
  43. }
  44. _Normal.xyz = _Normal.xyz * dot(_Normal.xyz, (_RootPos - worldPos).xyz);
  45. worldPos.xyz = worldPos.xyz + 2 * _Normal.xyz;
  46. v.vertex = mul(unity_WorldToObject, worldPos);
  47. }
  48. o.pos = UnityObjectToClipPos (v.vertex);
  49. o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
  50. float2 finaluv = o.uv.xy - float2(0.5, 0.5);
  51. float rotation = 3.14159 * 2 * _Time.z * _UVRotateSpeed;
  52. finaluv = float2(finaluv.x * cos(rotation) - finaluv.y * sin(rotation), finaluv.x * sin(rotation) + finaluv.y * cos(rotation) );
  53. finaluv += float2(0.5, 0.5);
  54. finaluv.x += _Time.z * _UOffsetSpeed;
  55. finaluv.y += _Time.z * _VOffsetSpeed;
  56. o.uv.xy = finaluv;
  57. o.color = v.color;
  58. return o;
  59. }
  60. fixed4 frag( v2f i ) : COLOR {
  61. fixed4 ocolor = tex2D (_MainTex, i.uv.xy );
  62. ocolor = ocolor * _TintColor;
  63. ocolor *= i.color;
  64. ocolor *= _Intensity;
  65. return ocolor;
  66. }
  67. ENDCG
  68. SubShader {
  69. Tags { "RenderType" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" "Queue" = "Transparent"}
  70. Cull[_CullMode]
  71. Lighting Off
  72. ZWrite Off
  73. Fog { Mode Off }
  74. Blend SrcAlpha One
  75. Pass {
  76. CGPROGRAM
  77. #pragma vertex vert
  78. #pragma fragment frag
  79. #pragma fragmentoption ARB_precision_hint_fastest
  80. ENDCG
  81. }
  82. }
  83. FallBack Off
  84. }