Firstborn/Assets/AwesomeTechnologies/TouchReactSystemPro/Runtime/Resources/BlendTouchReactBuffer.shader

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Shader "AwesomeTechnologies/TouchReact/BlendTouchReactBuffer"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Speed("Speed",Float) = 1
_offsetU("Offset U",Float) = 0
_offsetV("Offset V",Float) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Speed;
float _offsetU;
float _offsetV;
float4 frag (v2f i) : COLOR
{
float2 sampleUV = float2(i.uv.x + _offsetU, i.uv.y + _offsetV);
if (sampleUV.x < 0 || sampleUV.x > 1 || sampleUV.y < 0 || sampleUV.y > 1)
{
float4 data = float4(1,1,0,0);
return data;
}
else
{
float4 data = tex2D(_MainTex, sampleUV);
data.x += (unity_DeltaTime * _Speed * data.y)/10000;
return data;
}
}
ENDCG
}
}
}