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Shader "Custom/Fog"
{
Properties
{
_MainTex ("Main", 2D) = "white" {}
_SubTex ("Sub", 2D) = "white" {}
_Sub2Tex ("Sub", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque"}
ZWrite Off
Cull Off
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 main_uv : TEXCOORD0;
float2 sub_uv : TEXCOORD1;
float2 sub2_uv : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _SubTex;
float4 _SubTex_ST;
sampler2D _Sub2Tex;
float4 _Sub2Tex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.main_uv = TRANSFORM_TEX(v.uv, _MainTex);
o.sub_uv = TRANSFORM_TEX(v.uv, _SubTex);
o.sub2_uv = TRANSFORM_TEX(v.uv, _Sub2Tex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 main = tex2D(_MainTex, i.main_uv);
fixed2 uv = i.sub_uv;
uv.x += 0.05*_Time.y;
fixed4 sub = tex2D(_SubTex, uv);
fixed2 uv2 = i.sub_uv;
uv2.x += 0.01*_Time.y;
fixed4 sub2 = tex2D(_Sub2Tex, uv2);
fixed3 color = fixed3(0.8,0.5,1);
fixed4 col = fixed4(sub.rgb*sub2.rgb*color,(1-main.r)*sub.r);
return col;
}
ENDCG
}
}
}