95 lines
2.4 KiB
Plaintext
95 lines
2.4 KiB
Plaintext
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Shader "Zhanyou/Character/PlayerWing"
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{
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Properties
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{
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_MainTex("Main Tex", 2D) = "white" {}
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_Color ("Color", Color) = (1, 1, 1, 1)
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_Emission ("Emission", Range(0, 1)) = 0
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// 流光贴图
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_FlowTex ("Flow (RGB)", 2D) = "black" {}
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// 流光颜色
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_FlowColor ("Flow Color", Color) = (1, 1, 1, 1)
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// 流光速度u
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_FlowSpeedU ("Flow Speed U", Float) = 1
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// 流光速度v
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_FlowSpeedV ("Flow Speed V", Float) = 0
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// 流光角度 - 0到360度
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_FlowRadian ("Flow Direction", Range(0, 6.283)) = 0
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}
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Category
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{
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Tags { "Queue"="AlphaTest+52" "IgnoreProjector"="True" "RenderType"="CharacterCutout" }
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Back
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Lighting Off
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ZWrite Off
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ZTest LEqual
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Offset 0, -0.01
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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#include "FlowColorBase.cginc"
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform half4 _Color;
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uniform sampler2D _FlowTex;
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uniform half4 _FlowTex_ST;
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uniform half4 _FlowColor;
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uniform float _FlowSpeedU;
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uniform float _FlowSpeedV;
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uniform float _FlowRadian;
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uniform float _Emission;
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float2 flowUv : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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};
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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float flowSin = sin(_FlowRadian);
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float flowCos = cos(_FlowRadian);
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o.flowUv = float2(flowCos * v.texcoord.x - flowSin * v.texcoord.y, flowSin * v.texcoord.x + flowCos * v.texcoord.y);
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o.flowUv = TRANSFORM_TEX(o.flowUv, _FlowTex) + float2(_FlowSpeedU, _FlowSpeedV) * _Time.y;
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UNITY_TRANSFER_FOG(o, o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 c = tex2D(_MainTex, i.texcoord);
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c.rgb *= _Color.rgb;
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c.rgb *= 1 + _Emission;
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c.a *= _Color.a;
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fixed4 flowCol = tex2D(_FlowTex, i.flowUv);
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flowCol *= _FlowColor;
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c.rgb += flowCol.rgb * flowCol.a;
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UNITY_APPLY_FOG(i.fogCoord, c);
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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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CustomEditor "FlowToggleShaderGui"
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Fallback "Unlit/Texture"
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}
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}
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