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- // 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_1/AlphaBlend" {
- Properties {
- _MainTex ("Base", 2D) = "white" {}
- _TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0)
- _UOffsetSpeed ("UOffsetSpeed", Float) = 0
- _VOffsetSpeed ("YOffsetSpeed", Float) = 0
- _UVRotateSpeed ("UVRotateSpeed", Float) = 0
- _Intensity("Intensity", 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;
- half4 _MainTex_ST;
-
- fixed4 _TintColor;
- float _UOffsetSpeed;
- float _VOffsetSpeed;
- float _UVRotateSpeed;
- float _Intensity;
- float4 _RootPos;
- float4 _Normal;
- float _isMirror;
-
- struct v2f {
- half4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
- 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);
-
- float2 finaluv = o.uv.xy - float2(0.5, 0.5);
- float rotation = 3.14159 * 2 * _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 += _Time.z * _UOffsetSpeed;
- finaluv.y += _Time.z * _VOffsetSpeed;
-
- o.uv.xy = finaluv;
- o.color = v.color;
-
- return o;
- }
-
- fixed4 frag( v2f i ) : COLOR {
-
- fixed4 ocolor = tex2D (_MainTex, i.uv.xy );
-
- ocolor = ocolor * _TintColor;
-
- ocolor *= i.color;
-
- ocolor *= _Intensity;
-
- return ocolor;
- }
-
- ENDCG
-
- SubShader {
- Tags { "RenderType" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" "Queue" = "Transparent"}
- Cull[_CullMode]
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
-
- Pass {
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
-
- ENDCG
- }
- }
-
-
- FallBack Off
- }
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