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Apr 2nd, 2020
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  1. Properties
  2. {
  3. [HideInInspector]_MainTex ("Texture", 2D) = "white" {}
  4. _EffectColor ("EffectColor",Color) = (1.0,1.0,1.0,1)
  5. _EffectMask ("EffectMask",2D) = "black" {}
  6. _ScrollSpeedX ("ScrollSpeed Horizontal", Float) = 1
  7. _EffectStrength ("EffectStrength", Range (0, 1)) = 1
  8. _LoopAmount ("Amount of Loops", Float) = 1
  9. _LoopTime ("Time one Loop takes", Float) = 1
  10.  
  11. _StencilComp ("Stencil Comparison", Float) = 8
  12. _Stencil ("Stencil ID", Float) = 0
  13. _StencilOp ("Stencil Operation", Float) = 0
  14. _StencilWriteMask ("Stencil Write Mask", Float) = 255
  15. _StencilReadMask ("Stencil Read Mask", Float) = 255
  16. _ColorMask ("Color Mask", Float) = 15
  17. }
  18. SubShader
  19. {
  20. Tags{ "Queue"="AlphaTest" "RenderType"="TransparentCutout" "IgnoreProjector"="True" }
  21.  
  22. Blend SrcAlpha OneMinusSrcAlpha
  23.  
  24. ZWrite Off
  25. LOD 100
  26. Cull Off
  27. Stencil
  28. {
  29. Ref [_Stencil]
  30. Comp [_StencilComp]
  31. Pass [_StencilOp]
  32. ReadMask [_StencilReadMask]
  33. WriteMask [_StencilWriteMask]
  34. }
  35.  
  36. Pass
  37. {
  38. CGPROGRAM
  39. #pragma vertex vert
  40. #pragma fragment frag
  41.  
  42. #include "UnityCG.cginc"
  43.  
  44. struct appdata
  45. {
  46. float4 vertex : POSITION;
  47. float2 uv0 : TEXCOORD0;
  48. float2 uv1 : TEXCOORD1;
  49. float2 uv2 : TEXCOORD2;
  50.  
  51. };
  52.  
  53. struct v2f
  54. {
  55. float4 vertex : SV_POSITION;
  56. float2 uv0 : TEXCOORD0;
  57. float2 uv1 : TEXCOORD1;
  58. float2 uv2 : TEXCOORD2;
  59. };
  60.  
  61. sampler2D _MainTex;
  62. float4 _MainTex_ST;
  63.  
  64. float4 _EffectColor;
  65.  
  66. sampler2D _EffectMask;
  67. float4 _EffectMask_ST;
  68.  
  69. float _ScrollSpeedX;
  70.  
  71. float _EffectStrength;
  72. float _LoopAmount;
  73. float _LoopTime;
  74.  
  75. v2f vert (appdata v)
  76. {
  77. v2f o;
  78. //UNITY_INITIALIZE_OUTPUT(v2f, o);
  79. o.vertex = UnityObjectToClipPos(v.vertex);
  80. o.uv0 = TRANSFORM_TEX(v.uv0, _MainTex);
  81. o.uv1 = TRANSFORM_TEX(v.uv1, _EffectMask);
  82.  
  83. float testX = 1;
  84. float testY = 1;
  85.  
  86. o.uv1.x += _ScrollSpeedX * _Time;
  87.  
  88. return o;
  89. }
  90.  
  91. fixed4 frag (v2f i) : SV_Target
  92. {
  93. fixed4 col = tex2D(_MainTex, i.uv0);
  94.  
  95. fixed4 mask = tex2D(_EffectMask, i.uv1);
  96.  
  97. col.rgb = lerp(col.rgb, _EffectColor, (mask.rgb * _EffectStrength));
  98.  
  99. return col;
  100. }
  101. ENDCG
  102. }
  103. }
  104. }
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