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