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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "RO_X/FX_2/AlphaBlend" {
- Properties {
- _MainTex ("Base", 2D) = "white" {}
- _NoiseTex ("Noise", 2D) = "white" {}
- _TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0)
- _UOffsetSpeed ("XOffsetSpeed", Float) = 0
- _VOffsetSpeed ("YOffsetSpeed", Float) = 0
- _UVRotateSpeed ("UVRotateSpeed", Float) = 0
- _NUOffsetSpeed ("NXOffsetSpeed", Float) = 0
- _NVOffsetSpeed ("NYOffsetSpeed", Float) = 0
- _NUVRotateSpeed ("NUVRotateSpeed", Float) = 0
- _MainIntensity("MainIntensity", Float) = 1
- _NoiseIntensity("NoiseIntensity", Float) = 1
- [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("Z Test", float) = 4 //LessEqual
- [Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", float) = 0
- }
-
- CGINCLUDE
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- sampler2D _NoiseTex;
- float4 _NoiseTex_ST;
- fixed4 _TintColor;
- float _UOffsetSpeed;
- float _VOffsetSpeed;
- float _UVRotateSpeed;
- float _NUOffsetSpeed;
- float _NVOffsetSpeed;
- float _NUVRotateSpeed;
- float _MainIntensity;
- float _NoiseIntensity;
-
- half4 _MainTex_ST;
-
- struct v2f {
- half4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
- half2 nuv : TEXCOORD1;
- float4 color : COLOR;
- };
- v2f vert(appdata_full v) {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
- o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.nuv.xy = TRANSFORM_TEX(v.texcoord, _NoiseTex);
-
- float2 finaluv = o.uv.xy - float2(0.5, 0.5);
- float rotation = 3.14159 * 2 * frac(_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 += frac(_Time.z * _UOffsetSpeed);
- finaluv.y += frac(_Time.z * _VOffsetSpeed);
-
- o.uv.xy = finaluv;
-
- finaluv = o.nuv.xy - float2(0.5, 0.5);
- rotation = 3.14159 * 2 * frac(_Time.z * _NUVRotateSpeed);
- 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 += frac(_Time.z * _NUOffsetSpeed);
- finaluv.y += frac(_Time.z * _NVOffsetSpeed);
-
- o.nuv.xy = finaluv;
-
- o.color = v.color;
-
- return o;
- }
-
- fixed4 frag( v2f i ) : COLOR {
-
- fixed4 ocolor = tex2D (_MainTex, i.uv.xy ) * _MainIntensity;
- fixed4 ncolor = tex2D (_NoiseTex, i.nuv.xy );
-
- ocolor.rgb = ocolor.rgb + ncolor.rgb * _NoiseIntensity;
- ocolor.a *= ncolor.a;
- ocolor = (ocolor) * _TintColor;
-
- ocolor *= i.color;
-
- return saturate(ocolor);
- }
-
- ENDCG
-
- SubShader {
- Tags { "RenderType" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" "Queue" = "Transparent"}
- Cull [_CullMode]
- Lighting Off
- ZWrite Off
- ZTest [_ZTest]
- 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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