Shader "Custom/FlashUV" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Layer1Tex("Layer1",2D) = "white"{}
_Color("Color",Color) = (1,1,1,1)
}
SubShader {
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Fog{Mode Off}
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Layer1Tex;
float4 _Color;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float2 uvStaticAlpha : TEXCOORD2;
};
float4 _MainTex_ST;
float4 _Layer1Tex_ST;
v2f vert (appdata_full v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uvStaticAlpha = v.texcoord;
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
o.uv2 = TRANSFORM_TEX(v.texcoord1,_Layer1Tex);
return o;
}
fixed4 frag (v2f i) : COLOR
{
float a = tex2D(_MainTex,i.uvStaticAlpha).a;
fixed4 col0 = tex2D(_MainTex,i.uv);
fixed4 col1 = tex2D(_Layer1Tex,i.uv2* _Time);
fixed4 result = col0+col1*a*_Color;
result.a = col1.a*_Color.a;
return result;
}
ENDCG
}
}
}
shader 流光效果
最新推荐文章于 2024-04-15 22:53:20 发布