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dungeons/Assets/UltimateXR/Runtime/Shaders/FX/Scroll.shader
2024-08-06 21:58:35 +02:00

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Shader "UltimateXR/FX/Scroll Dual Texture"
{
Properties
{
_MainTex ("Texture Color+Alpha", 2D) = "white" {}
_Color ("Color Background", Color) = (1, 1, 1, 1)
_ScrollTex ("Texture Scroll", 2D) = "white" {}
_ColorScroll("Color Scroll", Color) = (1, 1, 1, 1)
_Speed ("Scroll Speed", Vector) = (0, 1, 0, 0)
}
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 uvScroll : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _ScrollTex;
float4 _ScrollTex_ST;
float4 _Color;
float4 _ColorScroll;
float4 _Speed;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uvScroll = TRANSFORM_TEX(v.uv, _ScrollTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 colorBackground = tex2D(_MainTex, i.uv) * _Color;
float4 colorScroll = tex2D(_ScrollTex, i.uvScroll + (_Speed.xy * _Time.y)) * _ColorScroll;
float4 color = colorBackground * colorScroll;
return color;
}
ENDCG
}
}
}