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66 lines
1.5 KiB
66 lines
1.5 KiB
// 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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