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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- // - Unlit
- // - Scroll 2 layers /w Multiplicative op
- Shader "MADFINGER/Environment/Scroll 2 Layers Multiplicative - Skybox" {
- Properties {
- _MainTex ("Base layer (RGB)", 2D) = "white" {}
- _DetailTex ("2nd layer (RGB)", 2D) = "white" {}
- _ScrollX ("Base layer Scroll speed X", Float) = 1.0
- _ScrollY ("Base layer Scroll speed Y", Float) = 0.0
- _Scroll2X ("2nd layer Scroll speed X", Float) = 1.0
- _Scroll2Y ("2nd layer Scroll speed Y", Float) = 0.0
- _AMultiplier ("Layer Multiplier", Float) = 0.5
- }
- SubShader {
- Tags { "Queue"="Geometry+10" "RenderType"="Opaque" }
-
- Lighting Off Fog { Mode Off }
- ZWrite Off
-
- LOD 100
-
-
- CGINCLUDE
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- sampler2D _DetailTex;
- float4 _MainTex_ST;
- float4 _DetailTex_ST;
-
- float _ScrollX;
- float _ScrollY;
- float _Scroll2X;
- float _Scroll2Y;
- float _AMultiplier;
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float2 uv2 : TEXCOORD1;
- fixed4 color : TEXCOORD2;
- };
-
- v2f vert (appdata_full v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.texcoord.xy,_MainTex) + frac(float2(_ScrollX, _ScrollY) * _Time);
- o.uv2 = TRANSFORM_TEX(v.texcoord.xy,_DetailTex) + frac(float2(_Scroll2X, _Scroll2Y) * _Time);
- o.color = fixed4(_AMultiplier, _AMultiplier, _AMultiplier, _AMultiplier);
- return o;
- }
- ENDCG
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- fixed4 frag (v2f i) : COLOR
- {
- fixed4 o;
- fixed4 tex = tex2D (_MainTex, i.uv);
- fixed4 tex2 = tex2D (_DetailTex, i.uv2);
-
- o = (tex * tex2) * i.color;
-
- return o;
- }
- ENDCG
- }
- }
- }
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