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67 lines
1.5 KiB
67 lines
1.5 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unity Shaders Book/Chapter 11/Scrolling Background" {
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Properties {
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_MainTex ("Base Layer (RGB)", 2D) = "white" {}
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_DetailTex ("2nd Layer (RGB)", 2D) = "white" {}
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_ScrollX ("Base layer Scroll Speed", Float) = 1.0
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_Scroll2X ("2nd layer Scroll Speed", Float) = 1.0
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_Multiplier ("Layer Multiplier", Float) = 1
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}
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SubShader {
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Tags { "RenderType"="Opaque" "Queue"="Geometry"}
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Pass {
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _DetailTex;
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float4 _MainTex_ST;
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float4 _DetailTex_ST;
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float _ScrollX;
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float _Scroll2X;
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float _Multiplier;
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struct a2v {
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float4 vertex : POSITION;
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float4 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float4 uv : TEXCOORD0;
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};
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v2f vert (a2v v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac(float2(_ScrollX, 0.0) * _Time.y);
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o.uv.zw = TRANSFORM_TEX(v.texcoord, _DetailTex) + frac(float2(_Scroll2X, 0.0) * _Time.y);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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fixed4 firstLayer = tex2D(_MainTex, i.uv.xy);
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fixed4 secondLayer = tex2D(_DetailTex, i.uv.zw);
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fixed4 c = lerp(firstLayer, secondLayer, secondLayer.a);
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c.rgb *= _Multiplier;
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return c;
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}
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ENDCG
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}
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}
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FallBack "VertexLit"
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}
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