127 lines
3.1 KiB
Plaintext
127 lines
3.1 KiB
Plaintext
Shader "MoreMountains/MMBoilingLine"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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_Noise("Noise", 2D) = "white" {}
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_Amount("Amount", Range( 0 , 1)) = 0
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_PanSpeed("PanSpeed", Vector) = (0.5,0.5,0,0)
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_TimeQuantize("TimeQuantize", Float) = 5
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "UnityShaderVariables.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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uniform fixed4 _Color;
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uniform fixed4 _TextureSampleAdd;
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uniform float4 _ClipRect;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform sampler2D _Noise;
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uniform half _TimeQuantize;
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uniform half2 _PanSpeed;
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uniform sampler2D sampler042;
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uniform float4 _Noise_ST;
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uniform float _Amount;
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v2f vert( appdata_t IN )
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID( IN );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = IN.vertex;
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OUT.worldPosition.xyz += float3( 0, 0, 0 ) ;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f IN ) : SV_Target
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{
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float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 panner23 = ( ( floor( ( _Time.y * _TimeQuantize ) ) / _TimeQuantize ) * _PanSpeed + (uv_MainTex*_Noise_ST.xy + _Noise_ST.zw));
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float2 temp_output_20_0 = (tex2D( _Noise, panner23 )).rg;
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half4 color = ( ( tex2D( _MainTex, ( uv_MainTex + ( temp_output_20_0 * _Amount ) ) ) * _Color ) * IN.color );
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//color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color;
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}
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ENDCG
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}
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}
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} |