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[Unity]UGUI流光材质shader

 流波上的武 2016-11-09
{
        Tags

'Queue'='Transparent'
'IgnoreProjector'='True'
'RenderType'='Transparent'
'PreviewType'='Plane'
'CanUseSpriteAtlas'='True'
        }


        Stencil
{
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp] 
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }


        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
{
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include 
'UnityCG.cginc'

struct appdata_t
{
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            }
;

struct v2f
{
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                half2 texcoord0  : TEXCOORD0;
                half2 texcoord1  : TEXCOORD1;
            }
;

            fixed4 _Color;

            v2f vert(appdata_t IN)
{
                v2f OUT;
                OUT.vertex 
= mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord0 
= IN.texcoord;
                OUT.texcoord1 
= half2(IN.texcoord.x - fmod(_Time.x *51 0.5, IN.texcoord.y);
#ifdef UNITY_HALF_TEXEL_OFFSET
                OUT.vertex.xy 
= (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
                OUT.color 
= IN.color * _Color;
return OUT;
            }


            sampler2D _MainTex;
            sampler2D _AlphaTex;
            sampler2D _LightTex;

            fixed4 frag(v2f IN) : SV_Target
{
                half4 color 
= half4(tex2D(_MainTex, IN.texcoord0).rgb, tex2D(_AlphaTex, IN.texcoord0).r) * IN.color;
                color.rgb 
*= tex2D(_LightTex, IN.texcoord1).r  1;

// TODO why ?
//clip (color.a - 0.01);

return color;
            }

        ENDCG
        }

    }

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