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- Shader "UI/Scrolling Textures"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- [HDR]_Color ("Tint", Color) = (1,1,1,1)
- _UnscaledTimeScale("Unscaled Time Scale", float) = 1
- _Tex1("Layer 1", 2D) = "white" {}
- _Tex2("Layer 2", 2D) = "white" {}
- _Tex3("Layer 3", 2D) = "white" {}
- _Tex4("Layer 4", 2D) = "white" {}
- _StencilComp ("Stencil Comparison", Float) = 8
- _Stencil ("Stencil ID", Float) = 0
- _StencilOp ("Stencil Operation", Float) = 0
- _StencilWriteMask ("Stencil Write Mask", Float) = 255
- _StencilReadMask ("Stencil Read Mask", Float) = 255
- _ColorMask ("Color Mask", Float) = 15
- [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
- }
- SubShader
- {
- 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
- {
- Name "Default"
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- #pragma multi_compile __ UNITY_UI_CLIP_RECT
- #pragma multi_compile __ UNITY_UI_ALPHACLIP
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 texcoord2 : TEXCOORD1; // This can also be used as timer set from UI Vertex Effect script
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- float4 texcoordScrolling12 : TEXCOORD2;
- float4 texcoordScrolling34 : TEXCOORD3;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- fixed4 _Color;
- fixed4 _TextureSampleAdd;
- float4 _ClipRect;
- //Scrolling Textures - Begin:
- sampler2D _Tex1;
- float4 _Tex1_ST;
- sampler2D _Tex2;
- float4 _Tex2_ST;
- sampler2D _Tex3;
- float4 _Tex3_ST;
- sampler2D _Tex4;
- float4 _Tex4_ST;
- float4 _UnscaledTime; // This is something you would like to set if you want your animation to continue if time scale is zero
- float _UnscaledTimeScale;
- //Scrolling Textures - End:
- v2f vert(appdata_t v)
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- OUT.worldPosition = v.vertex;
- OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
- OUT.texcoord = v.texcoord;
- //Scrolling Textures - Begin:
- float time = _Time.y + v.texcoord2.x + _UnscaledTime.w * _UnscaledTimeScale;
- OUT.texcoordScrolling12.xy = v.texcoord.xy * _Tex1_ST.xy + _Tex1_ST.zw * time;
- OUT.texcoordScrolling12.zw = v.texcoord.xy * _Tex2_ST.xy + _Tex2_ST.zw * time;
- OUT.texcoordScrolling34.xy = v.texcoord.xy * _Tex3_ST.xy + _Tex3_ST.zw * time;
- OUT.texcoordScrolling34.zw = v.texcoord.xy * _Tex4_ST.xy + _Tex4_ST.zw * time;
- //Scrolling Textures - End:
- OUT.color = v.color * _Color;
- return OUT;
- }
- sampler2D _MainTex;
- fixed4 frag(v2f IN) : SV_Target
- {
- half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
- //Scrolling Textures - Begin:
- float4 tex1 = tex2D(_Tex1, IN.texcoordScrolling12.xy);
- float4 tex2 = tex2D(_Tex2, IN.texcoordScrolling12.zw);
- float4 tex3 = tex2D(_Tex3, IN.texcoordScrolling34.xy);
- float4 tex4 = tex2D(_Tex4, IN.texcoordScrolling34.zw);
- color *= tex1 * tex2 * tex3 * tex4 * 8;
- //Scrolling Textures - End:
- #ifdef UNITY_UI_CLIP_RECT
- color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- #endif
- #ifdef UNITY_UI_ALPHACLIP
- clip (color.a - 0.001);
- #endif
- return color;
- }
- ENDCG
- }
- }
- }
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