UI_Effect_UV_02.shader 4.0 KB

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  1. Shader "RO/UI_Effect_UV_02"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  6. _Color ("Tint", Color) = (1,1,1,1)
  7. _StencilComp ("Stencil Comparison", Float) = 8
  8. _Stencil ("Stencil ID", Float) = 0
  9. _StencilOp ("Stencil Operation", Float) = 0
  10. _StencilWriteMask ("Stencil Write Mask", Float) = 255
  11. _StencilReadMask ("Stencil Read Mask", Float) = 255
  12. _ColorMask ("Color Mask", Float) = 15
  13. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
  14. _Color1("Color1", Color) = (0,0.2255201,1,1)
  15. _Color2("Color2", Color) = (1,0,0,1)
  16. _LerpStr("LerpStr", Float) = 1
  17. _Texture0("Texture 0", 2D) = "white" {}
  18. _Tling("Tling", Vector) = (1,1,1,1)
  19. _UVSpeed("UVSpeed", Vector) = (0,0,0,0)
  20. }
  21. SubShader
  22. {
  23. LOD 0
  24. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
  25. Stencil
  26. {
  27. Ref [_Stencil]
  28. ReadMask [_StencilReadMask]
  29. WriteMask [_StencilWriteMask]
  30. Comp [_StencilComp]
  31. Pass [_StencilOp]
  32. Fail Keep
  33. ZFail Keep
  34. }
  35. Cull Back
  36. Lighting Off
  37. ZWrite Off
  38. ZTest [unity_GUIZTestMode]
  39. Blend One One
  40. ColorMask [_ColorMask]
  41. Pass
  42. {
  43. Name "Default"
  44. CGPROGRAM
  45. #pragma vertex vert
  46. #pragma fragment frag
  47. #pragma target 3.0
  48. #include "UnityCG.cginc"
  49. #include "UnityUI.cginc"
  50. #pragma multi_compile __ UNITY_UI_CLIP_RECT
  51. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  52. #include "UnityShaderVariables.cginc"
  53. struct appdata_t
  54. {
  55. float4 vertex : POSITION;
  56. float4 color : COLOR;
  57. float2 texcoord : TEXCOORD0;
  58. UNITY_VERTEX_INPUT_INSTANCE_ID
  59. };
  60. struct v2f
  61. {
  62. float4 vertex : SV_POSITION;
  63. fixed4 color : COLOR;
  64. half2 texcoord : TEXCOORD0;
  65. float4 worldPosition : TEXCOORD1;
  66. UNITY_VERTEX_INPUT_INSTANCE_ID
  67. UNITY_VERTEX_OUTPUT_STEREO
  68. };
  69. uniform fixed4 _Color;
  70. uniform fixed4 _TextureSampleAdd;
  71. uniform float4 _ClipRect;
  72. uniform sampler2D _MainTex;
  73. uniform float4 _Color1;
  74. uniform float4 _Color2;
  75. uniform sampler2D _Texture0;
  76. uniform float4 _UVSpeed;
  77. uniform float4 _Tling;
  78. uniform float _LerpStr;
  79. v2f vert( appdata_t IN )
  80. {
  81. v2f OUT;
  82. UNITY_SETUP_INSTANCE_ID( IN );
  83. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  84. UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
  85. OUT.worldPosition = IN.vertex;
  86. OUT.worldPosition.xyz += float3( 0, 0, 0 ) ;
  87. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  88. OUT.texcoord = IN.texcoord;
  89. OUT.color = IN.color * _Color;
  90. return OUT;
  91. }
  92. fixed4 frag(v2f IN ) : SV_Target
  93. {
  94. float2 appendResult14 = (float2(_UVSpeed.x , _UVSpeed.y));
  95. float2 appendResult38 = (float2(_Tling.x , _Tling.y));
  96. float2 uv04 = IN.texcoord.xy * appendResult38 + float2( 0,0 );
  97. float2 panner3 = ( 1.0 * _Time.y * appendResult14 + uv04);
  98. float4 break59 = tex2D( _Texture0, panner3 );
  99. float4 appendResult63 = (float4(break59.r , break59.g , break59.b , ( _Color1.a * break59.a )));
  100. float2 appendResult15 = (float2(_UVSpeed.z , _UVSpeed.w));
  101. float2 appendResult39 = (float2(_Tling.z , _Tling.w));
  102. float2 uv023 = IN.texcoord.xy * appendResult39 + float2( 0,0 );
  103. float2 panner12 = ( 1.0 * _Time.y * appendResult15 + uv023);
  104. float4 break60 = tex2D( _Texture0, panner12 );
  105. float4 appendResult64 = (float4(break60.r , break60.g , break60.b , ( break60.a * _Color2.a )));
  106. float4 lerpResult41 = lerp( _Color1 , _Color2 , saturate( ( ( appendResult63 * appendResult64 ).w * _LerpStr ) ));
  107. float4 temp_output_73_0 = saturate( lerpResult41 );
  108. float temp_output_33_0 = saturate( ( appendResult63 * appendResult64 ).w );
  109. half4 color = ( temp_output_73_0 * temp_output_33_0 );
  110. #ifdef UNITY_UI_CLIP_RECT
  111. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  112. #endif
  113. #ifdef UNITY_UI_ALPHACLIP
  114. clip (color.a - 0.001);
  115. #endif
  116. return color;
  117. }
  118. ENDCG
  119. }
  120. }
  121. }