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63 lines
1.9 KiB

Shader "MyShader/Scan01"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_Emissionstr("Emissionstr", Float) = 0
_Masktex("Masktex", 2D) = "white" {}
_Gridlinetex("Gridlinetex", 2D) = "white" {}
_Gridlinestr("Gridlinestr", Float) = 1
_Scantex("Scantex", 2D) = "white" {}
_Scanstr("Scanstr", Float) = 0.2
_Scanspeed("Scan speed", Float) = 0.5
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Back
ZWrite Off
Blend One One
CGPROGRAM
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#pragma surface surf Unlit keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa noforwardadd
struct Input
{
float4 vertexColor : COLOR;
float2 uv_texcoord;
};
uniform float _Emissionstr;
uniform float4 _Color;
uniform sampler2D _Masktex;
uniform float4 _Masktex_ST;
uniform sampler2D _Gridlinetex;
uniform float4 _Gridlinetex_ST;
uniform float _Gridlinestr;
uniform sampler2D _Scantex;
uniform float _Scanspeed;
uniform float _Scanstr;
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
{
return half4 ( 0, 0, 0, s.Alpha );
}
void surf( Input i , inout SurfaceOutput o )
{
float2 uv_Masktex = i.uv_texcoord * _Masktex_ST.xy + _Masktex_ST.zw;
float2 uv_Gridlinetex = i.uv_texcoord * _Gridlinetex_ST.xy + _Gridlinetex_ST.zw;
float mulTime8 = _Time.y * _Scanspeed;
float2 temp_cast_0 = (mulTime8).xx;
float2 uv_TexCoord6 = i.uv_texcoord + temp_cast_0;
o.Emission = ( i.vertexColor * _Emissionstr * _Color * ( tex2D( _Masktex, uv_Masktex ).r * ( ( tex2D( _Gridlinetex, uv_Gridlinetex ).r * _Gridlinestr ) * ( tex2D( _Scantex, uv_TexCoord6 ).r * _Scanstr ) ) ) ).rgb;
o.Alpha = _Color.a;
}
ENDCG
}
}