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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "WTGame/Scene/AtomSphere_A" {
- Properties {
- _Color("Main Color",Color) = (1,1,1,1)
- _XSpeed("XSpeed",float) = 0
- _MainTex ("Particle Texture", 2D) = "white" {}
- _MaskTex ("Mask Texture", 2D) = "white" {}
- }
- SubShader {
- Tags { "Queue"="Transparent-10" "IgnoreProjector"="True" }
- Fog { Mode Off }
- Blend SrcAlpha One
- Cull Off
- ZWrite Off
-
- pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- half _XSpeed;
- fixed4 _Color;
- sampler2D _MainTex;
- sampler2D _MaskTex;
- float4 _MaskTex_ST;
- float4 _MainTex_ST;
-
- struct appdata
- {
- float4 vertex : POSITION;
- half2 texcoord : TEXCOORD0;
- half2 maskcoord : TEXCOORD1;
- };
-
- struct v2f {
- half4 vertex:SV_POSITION;
- half2 texcoord:TEXCOORD0;
- half2 maskCoord:TEXCOORD1;
- };
-
- v2f vert (appdata v)
- {
- v2f o;
-
- o.vertex = UnityObjectToClipPos (v.vertex);
- o.maskCoord = TRANSFORM_TEX(v.maskcoord, _MaskTex);
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
-
- return o;
- }
-
- fixed4 frag(v2f i):COLOR
- {
- fixed4 msk = tex2D(_MaskTex, i.maskCoord);
- fixed4 tex = tex2D(_MainTex, i.texcoord + float2(_Time.x * _XSpeed,0));
- fixed4 c = fixed4(_Color.rgb * tex.rgb * tex.a,1) * msk * 2.5;
- c.a = saturate(c.a);
- return c;
- }
- ENDCG
- }
- }
- }
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