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- Shader "RO/UI_Effect_UV_02"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- _Color ("Tint", Color) = (1,1,1,1)
-
- _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
- _Color1("Color1", Color) = (0,0.2255201,1,1)
- _Color2("Color2", Color) = (1,0,0,1)
- _LerpStr("LerpStr", Float) = 1
- _Texture0("Texture 0", 2D) = "white" {}
- _Tling("Tling", Vector) = (1,1,1,1)
- _UVSpeed("UVSpeed", Vector) = (0,0,0,0)
- }
- SubShader
- {
- LOD 0
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
-
- Stencil
- {
- Ref [_Stencil]
- ReadMask [_StencilReadMask]
- WriteMask [_StencilWriteMask]
- Comp [_StencilComp]
- Pass [_StencilOp]
- Fail Keep
- ZFail Keep
- }
- Cull Back
- Lighting Off
- ZWrite Off
- ZTest [unity_GUIZTestMode]
- Blend One One
- ColorMask [_ColorMask]
-
- Pass
- {
- Name "Default"
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- #pragma multi_compile __ UNITY_UI_CLIP_RECT
- #pragma multi_compile __ UNITY_UI_ALPHACLIP
-
- #include "UnityShaderVariables.cginc"
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
-
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
-
- };
-
- uniform fixed4 _Color;
- uniform fixed4 _TextureSampleAdd;
- uniform float4 _ClipRect;
- uniform sampler2D _MainTex;
- uniform float4 _Color1;
- uniform float4 _Color2;
- uniform sampler2D _Texture0;
- uniform float4 _UVSpeed;
- uniform float4 _Tling;
- uniform float _LerpStr;
-
- v2f vert( appdata_t IN )
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID( IN );
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
- OUT.worldPosition = IN.vertex;
-
-
- OUT.worldPosition.xyz += float3( 0, 0, 0 ) ;
- OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
- OUT.texcoord = IN.texcoord;
-
- OUT.color = IN.color * _Color;
- return OUT;
- }
- fixed4 frag(v2f IN ) : SV_Target
- {
- float2 appendResult14 = (float2(_UVSpeed.x , _UVSpeed.y));
- float2 appendResult38 = (float2(_Tling.x , _Tling.y));
- float2 uv04 = IN.texcoord.xy * appendResult38 + float2( 0,0 );
- float2 panner3 = ( 1.0 * _Time.y * appendResult14 + uv04);
- float4 break59 = tex2D( _Texture0, panner3 );
- float4 appendResult63 = (float4(break59.r , break59.g , break59.b , ( _Color1.a * break59.a )));
- float2 appendResult15 = (float2(_UVSpeed.z , _UVSpeed.w));
- float2 appendResult39 = (float2(_Tling.z , _Tling.w));
- float2 uv023 = IN.texcoord.xy * appendResult39 + float2( 0,0 );
- float2 panner12 = ( 1.0 * _Time.y * appendResult15 + uv023);
- float4 break60 = tex2D( _Texture0, panner12 );
- float4 appendResult64 = (float4(break60.r , break60.g , break60.b , ( break60.a * _Color2.a )));
- float4 lerpResult41 = lerp( _Color1 , _Color2 , saturate( ( ( appendResult63 * appendResult64 ).w * _LerpStr ) ));
- float4 temp_output_73_0 = saturate( lerpResult41 );
- float temp_output_33_0 = saturate( ( appendResult63 * appendResult64 ).w );
-
- half4 color = ( temp_output_73_0 * temp_output_33_0 );
-
- #ifdef UNITY_UI_CLIP_RECT
- color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- #endif
-
- #ifdef UNITY_UI_ALPHACLIP
- clip (color.a - 0.001);
- #endif
- return color;
- }
- ENDCG
- }
- }
- }
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