Add ultimate xr
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73
Assets/UltimateXR/Runtime/Shaders/FX/Scroll.shader
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73
Assets/UltimateXR/Runtime/Shaders/FX/Scroll.shader
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Shader "UltimateXR/FX/Scroll Dual Texture"
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{
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Properties
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{
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_MainTex ("Texture Color+Alpha", 2D) = "white" {}
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_Color ("Color Background", Color) = (1, 1, 1, 1)
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_ScrollTex ("Texture Scroll", 2D) = "white" {}
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_ColorScroll("Color Scroll", Color) = (1, 1, 1, 1)
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_Speed ("Scroll Speed", Vector) = (0, 1, 0, 0)
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}
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SubShader
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{
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Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
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LOD 100
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float2 uvScroll : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _ScrollTex;
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float4 _ScrollTex_ST;
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float4 _Color;
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float4 _ColorScroll;
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float4 _Speed;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.uvScroll = TRANSFORM_TEX(v.uv, _ScrollTex);
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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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float4 colorBackground = tex2D(_MainTex, i.uv) * _Color;
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float4 colorScroll = tex2D(_ScrollTex, i.uvScroll + (_Speed.xy * _Time.y)) * _ColorScroll;
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float4 color = colorBackground * colorScroll;
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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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}
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