Mobile-Transparent-Additive-Diffuse-SR2.shader 3.9 KB

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  1. //������ڻᱻmask�е���UI�ϣ���Stencil Comparison�ij�4��Stencil ID�ij�2
  2. Shader "MoleGame/Efxadd/Additive/Diffuse-SR2" {
  3. Properties {
  4. _MainTex ("Base layer (RGB)", 2D) = "white" {}
  5. _ScrollX ("Base layer scroll speed X", Float) = 1.0
  6. _ScrollY ("Base layer scroll speed Y", Float) = 0.0
  7. _RotationStart("Rotation Start", Float) = 0
  8. _RotationX("Base layer rotation center Y", Float) = 0.5
  9. _RotationY("Base layer rotation center X", Float) = 0.5
  10. _Rotation ("Base layer rotation speed", Float) = 1.0
  11. _DetailTex ("2nd layer (RGB)", 2D) = "white" {}
  12. _ScrollX2 ("2nd layer scroll speed X", Float) = 1.0
  13. _ScrollY2 ("2nd layer scroll speed Y", Float) = 0.0
  14. _RotationStart2("Rotation Start", Float) = 0
  15. _RotationX2("2nd layer rotation center Y", Float) = 0.5
  16. _RotationY2("2nd layer rotation center X", Float) = 0.5
  17. _Rotation2 ("2nd layer rotation speed", Float) = 1.0
  18. _Color("Color", Color) = (1,1,1,1)
  19. _MMultiplier ("Multiplier", Float) = 2.0
  20. //4 equal
  21. //[HideInInspector] _StencilComp("Stencil Comparison", Float) = 8
  22. //2 ui mask
  23. //[HideInInspector] _Stencil("Stencil ID", Float) = 0
  24. _StencilComp("Stencil Comparison", Float) = 8
  25. _Stencil("Stencil ID", Float) = 0
  26. _StencilOp("Stencil Operation", Float) = 0
  27. _StencilWriteMask("Stencil Write Mask", Float) = 255
  28. _StencilReadMask("Stencil Read Mask", Float) = 255
  29. _ColorMask("Color Mask", Float) = 15
  30. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
  31. }
  32. SubShader {
  33. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
  34. Stencil
  35. {
  36. Ref[_Stencil]
  37. Comp[_StencilComp]
  38. Pass[_StencilOp]
  39. ReadMask[_StencilReadMask]
  40. WriteMask[_StencilWriteMask]
  41. }
  42. ZTest[unity_GUIZTestMode]
  43. ColorMask[_ColorMask]
  44. Blend SrcAlpha One
  45. Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
  46. LOD 100
  47. CGINCLUDE
  48. #include "UnityCG.cginc"
  49. #include "UnityUI.cginc"
  50. #pragma multi_compile __ UNITY_UI_CLIP_RECT
  51. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  52. sampler2D _MainTex;
  53. float4 _MainTex_ST;
  54. float _ScrollX;
  55. float _ScrollY;
  56. float _RotationStart;
  57. float _RotationX;
  58. float _RotationY;
  59. float _Rotation;
  60. sampler2D _DetailTex;
  61. float4 _DetailTex_ST;
  62. float _ScrollX2;
  63. float _ScrollY2;
  64. float _RotationStart2;
  65. float _RotationX2;
  66. float _RotationY2;
  67. float _Rotation2;
  68. float4 _ClipRect;
  69. float4 _Color;
  70. float _MMultiplier;
  71. struct v2f {
  72. float4 pos : SV_POSITION;
  73. float4 uv : TEXCOORD0;
  74. fixed4 color : TEXCOORD1;
  75. float4 worldPosition : TEXCOORD2;
  76. UNITY_VERTEX_OUTPUT_STEREO
  77. };
  78. float2 CalcUV(float2 uv, float tx, float ty, float rstart, float rx, float ry, float r)
  79. {
  80. float s = sin(r*_Time+rstart);
  81. float c = cos(r*_Time+rstart);
  82. float2x2 m = {c, -s, s, c};
  83. uv -= float2(rx, ry);
  84. uv = mul(uv, m);
  85. uv += float2(rx, ry);
  86. uv += frac(float2(tx, ty) * _Time);
  87. return uv;
  88. }
  89. v2f vert (appdata_full v)
  90. {
  91. v2f o;
  92. UNITY_SETUP_INSTANCE_ID(v);
  93. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  94. o.worldPosition = v.vertex;
  95. o.pos = UnityObjectToClipPos(v.vertex);
  96. // base layer
  97. o.uv.xy = TRANSFORM_TEX(v.texcoord.xy,_MainTex);
  98. o.uv.xy = CalcUV(o.uv.xy, _ScrollX, _ScrollY, _RotationStart, _RotationX, _RotationY, _Rotation);
  99. // 2nd layer
  100. o.uv.zw = TRANSFORM_TEX(v.texcoord.xy,_DetailTex);
  101. o.uv.zw = CalcUV(o.uv.zw, _ScrollX2, _ScrollY2, _RotationStart2, _RotationX2, _RotationY2, _Rotation2);
  102. o.color = _MMultiplier * _Color * v.color;
  103. return o;
  104. }
  105. ENDCG
  106. Pass {
  107. CGPROGRAM
  108. #pragma vertex vert
  109. #pragma fragment frag
  110. // #pragma fragmentoption ARB_precision_hint_fastest
  111. fixed4 frag (v2f i) : COLOR
  112. {
  113. half4 color = tex2D(_MainTex, i.uv.xy) * tex2D(_DetailTex, i.uv.zw) * i.color;
  114. #ifdef UNITY_UI_CLIP_RECT
  115. color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
  116. #endif
  117. #ifdef UNITY_UI_ALPHACLIP
  118. clip(color.a - 0.001);
  119. #endif
  120. return color;
  121. }
  122. ENDCG
  123. }
  124. }
  125. }