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