MADFINGER-Unlit-Scroll2Layers-Mul-skybox.shader 1.8 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980
  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. // - Unlit
  3. // - Scroll 2 layers /w Multiplicative op
  4. Shader "MADFINGER/Environment/Scroll 2 Layers Multiplicative - Skybox" {
  5. Properties {
  6. _MainTex ("Base layer (RGB)", 2D) = "white" {}
  7. _DetailTex ("2nd layer (RGB)", 2D) = "white" {}
  8. _ScrollX ("Base layer Scroll speed X", Float) = 1.0
  9. _ScrollY ("Base layer Scroll speed Y", Float) = 0.0
  10. _Scroll2X ("2nd layer Scroll speed X", Float) = 1.0
  11. _Scroll2Y ("2nd layer Scroll speed Y", Float) = 0.0
  12. _AMultiplier ("Layer Multiplier", Float) = 0.5
  13. }
  14. SubShader {
  15. Tags { "Queue"="Geometry+10" "RenderType"="Opaque" }
  16. Lighting Off Fog { Mode Off }
  17. ZWrite Off
  18. LOD 100
  19. CGINCLUDE
  20. #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
  21. #include "UnityCG.cginc"
  22. sampler2D _MainTex;
  23. sampler2D _DetailTex;
  24. float4 _MainTex_ST;
  25. float4 _DetailTex_ST;
  26. float _ScrollX;
  27. float _ScrollY;
  28. float _Scroll2X;
  29. float _Scroll2Y;
  30. float _AMultiplier;
  31. struct v2f {
  32. float4 pos : SV_POSITION;
  33. float2 uv : TEXCOORD0;
  34. float2 uv2 : TEXCOORD1;
  35. fixed4 color : TEXCOORD2;
  36. };
  37. v2f vert (appdata_full v)
  38. {
  39. v2f o;
  40. o.pos = UnityObjectToClipPos(v.vertex);
  41. o.uv = TRANSFORM_TEX(v.texcoord.xy,_MainTex) + frac(float2(_ScrollX, _ScrollY) * _Time);
  42. o.uv2 = TRANSFORM_TEX(v.texcoord.xy,_DetailTex) + frac(float2(_Scroll2X, _Scroll2Y) * _Time);
  43. o.color = fixed4(_AMultiplier, _AMultiplier, _AMultiplier, _AMultiplier);
  44. return o;
  45. }
  46. ENDCG
  47. Pass {
  48. CGPROGRAM
  49. #pragma vertex vert
  50. #pragma fragment frag
  51. #pragma fragmentoption ARB_precision_hint_fastest
  52. fixed4 frag (v2f i) : COLOR
  53. {
  54. fixed4 o;
  55. fixed4 tex = tex2D (_MainTex, i.uv);
  56. fixed4 tex2 = tex2D (_DetailTex, i.uv2);
  57. o = (tex * tex2) * i.color;
  58. return o;
  59. }
  60. ENDCG
  61. }
  62. }
  63. }