Shader "Unlit/channelModulation_Shader" { Properties { _MainTex ("Texture", 2D) = "white" {} [HDR] _Color("Color1", Color)=(1, 0, 0, 0) [HDR] _Color2("Color2", Color)=(1, 0, 0, 0) _AlphaOffset("AlphaOffset", Vector)=(1, 0, 0, 0) _Tiling("Tiling", Float)=1 _AlphaRotSpeed("AlphaRotSpeed", Float)=0 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } Cull Off Blend SrcAlpha One ZWrite Off LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 uv : TEXCOORD0; float4 vertexColor : COLOR; }; struct v2f { float2 uv : TEXCOORD0; float age : TEXCOORD1; float custom1 : TEXCOORD2; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float4 vertexColor : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; float4 _Color2; float _Tiling; float2 _AlphaOffset; float _AlphaRotSpeed; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.vertexColor = v.vertexColor; o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.age = v.uv.z; o.custom1 = v.uv.w; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 tex = tex2D(_MainTex, (i.uv-0.5f)*float2(_Tiling, _Tiling)+0.5f); float2 alphaUV = 0.5f+(i.uv - 0.5f)*((1-i.custom1.xx)*15); float rotAngle = _AlphaRotSpeed * _Time.y; float2x2 mat1=float2x2(cos(rotAngle), -sin(rotAngle), sin(rotAngle), cos(rotAngle)); float2x2 mat2=float2x2(cos(-rotAngle), -sin(-rotAngle), sin(-rotAngle), cos(-rotAngle)); float2 alphaRotatedUV1 = 0.5 + mul(mat1, alphaUV - 0.5); float2 alphaRotatedUV2 = 0.5 + mul(mat2, alphaUV - 0.5); fixed4 texAlpha1 = tex2D(_MainTex, alphaRotatedUV1); fixed4 texAlpha2 = tex2D(_MainTex, alphaRotatedUV2); fixed3 col = lerp(_Color2.rgb, _Color.rgb ,tex.g) + fixed3(1, 1, 1)*tex.r; float alpha = (tex.r + tex.g)*i.vertexColor.a*(1 - (texAlpha1.b*texAlpha2.b)); return fixed4(col.rgb*i.vertexColor.rgb, ceil(alpha)*i.vertexColor.a); } ENDCG } } }