Shader "MyMobile/UV/Sine_Add" {
Properties {
_MainTex ("Base layer (RGB)", 2D) = "white" {}
_DetailTex ("2nd layer (RGB)", 2D) = "white" {}
_ScrollX ("Base layer Scroll speed X", Float) = 1.0
_ScrollY ("Base layer Scroll speed Y", Float) = 0.0
_Scroll2X ("2nd layer Scroll speed X", Float) = 1.0
_Scroll2Y ("2nd layer Scroll speed Y", Float) = 0.0
_Color("Color", Color) = (1,1,1,1)
_MMultiplier ("Layer Multiplier", Float) = 2.0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
Cull Off
Lighting Off
ZWrite Off
Fog { Color (0,0,0,0) }
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _DetailTex;
float4 _MainTex_ST;
float4 _DetailTex_ST;
float _ScrollX;
float _ScrollY;
float _Scroll2X;
float _Scroll2Y;
float _MMultiplier;
float4 _Color;
struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
half4 color : TEXCOORD1;
};
v2f vert (appdata_full v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord.xy,_MainTex) + frac(float2(_ScrollX, _ScrollY) * _Time);
o.uv.zw = TRANSFORM_TEX(v.texcoord.xy,_DetailTex) + frac(float2(_Scroll2X, _Scroll2Y) * _Time);
o.color = _MMultiplier * _Color * v.color;
return o;
}
ENDCG
Pass {
Name "SINE_BLEND"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
fixed4 frag (v2f i) : COLOR
{
half4 o;
half4 tex = tex2D (_MainTex, i.uv.xy);
half4 tex2 = tex2D (_DetailTex, i.uv.zw);
o = tex * tex2 * i.color;
return o;
}
ENDCG
}
}
}