67 lines
1.6 KiB
Plaintext
67 lines
1.6 KiB
Plaintext
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Shader "Custom/ScrollShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_ScrollSpeedY ("Scroll Speed Y", Float) = 1.0
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_Color ("Tint Color", Color) = (1, 1, 1, 1)
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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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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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _ScrollSpeedY;
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float4 _Color;
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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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// Adjust UV coordinates to scroll in the Y direction
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float scrollY = _Time.y * _ScrollSpeedY;
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o.uv = v.uv;
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o.uv.y += scrollY;
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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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// Sample the texture using the updated UV coordinates
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fixed4 col = tex2D(_MainTex, i.uv) * _Color;
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return col;
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}
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ENDCG
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}
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}
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FallBack "Transparent/Diffuse"
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}
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