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- Shader "Unlit/NewUnlitShader"
- {
- Properties
- {
- _MainTex ("Mask", 2D) = "white" {}
- }
- SubShader
- {
- Tags {"Queue"="Transparent" "IgnoreProjector"="True"}
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- float2 st = i.uv;
- st *= 1.;
- st.x -= 0.5;
- st.y -= 0.5;
- float R = 3.5;
- float a = atan2(st.y, st.x);
- float r = length(st);
- a += 100.0 * r/R + 10.0*_Time.y;
- float y = r*sin(a);
- float col = smoothstep(st.y - 0.1, st.y, y) - smoothstep(st.y, st.y + 0.01, y);
- col *= tex2D(_MainTex, i.uv);
- return float4(col,0,0, step(0.5, col));
- }
- ENDCG
- }
- }
- }
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