Mobile-Transparent-AlphaBlend-Diffuse-SR2.shader 2.7 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. Shader "MoleGame/Efxadd/AlphaBlend/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. }
  21. SubShader {
  22. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
  23. Blend SrcAlpha OneMinusSrcAlpha
  24. Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
  25. LOD 100
  26. CGINCLUDE
  27. #include "UnityCG.cginc"
  28. sampler2D _MainTex;
  29. float4 _MainTex_ST;
  30. float _ScrollX;
  31. float _ScrollY;
  32. float _RotationStart;
  33. float _RotationX;
  34. float _RotationY;
  35. float _Rotation;
  36. sampler2D _DetailTex;
  37. float4 _DetailTex_ST;
  38. float _ScrollX2;
  39. float _ScrollY2;
  40. float _RotationStart2;
  41. float _RotationX2;
  42. float _RotationY2;
  43. float _Rotation2;
  44. float4 _Color;
  45. float _MMultiplier;
  46. struct v2f {
  47. float4 pos : SV_POSITION;
  48. float4 uv : TEXCOORD0;
  49. fixed4 color : TEXCOORD1;
  50. };
  51. float2 CalcUV(float2 uv, float tx, float ty, float rstart, float rx, float ry, float r)
  52. {
  53. float s = sin(r*_Time+rstart);
  54. float c = cos(r*_Time+rstart);
  55. float2x2 m = {c, -s, s, c};
  56. uv -= float2(rx, ry);
  57. uv = mul(uv, m);
  58. uv += float2(rx, ry);
  59. uv += frac(float2(tx, ty) * _Time);
  60. return uv;
  61. }
  62. v2f vert (appdata_full v)
  63. {
  64. v2f o;
  65. o.pos = UnityObjectToClipPos(v.vertex);
  66. // base layer
  67. o.uv.xy = TRANSFORM_TEX(v.texcoord.xy,_MainTex);
  68. o.uv.xy = CalcUV(o.uv.xy, _ScrollX, _ScrollY, _RotationStart, _RotationX, _RotationY, _Rotation);
  69. // 2nd layer
  70. o.uv.zw = TRANSFORM_TEX(v.texcoord.xy,_DetailTex);
  71. o.uv.zw = CalcUV(o.uv.zw, _ScrollX2, _ScrollY2, _RotationStart2, _RotationX2, _RotationY2, _Rotation2);
  72. o.color = _MMultiplier * _Color * v.color;
  73. return o;
  74. }
  75. ENDCG
  76. Pass {
  77. CGPROGRAM
  78. #pragma vertex vert
  79. #pragma fragment frag
  80. // #pragma fragmentoption ARB_precision_hint_fastest
  81. fixed4 frag (v2f i) : COLOR
  82. {
  83. fixed4 col = tex2D (_MainTex, i.uv.xy) * tex2D (_DetailTex, i.uv.zw) * i.color;
  84. col.a = saturate(col.a);
  85. return col;
  86. }
  87. ENDCG
  88. }
  89. }
  90. }