Unity Shader Study03
Shader "Unique/Edu01/SurfaceShader04" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MainTex2 ("Albedo (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
LOD 200
CGPROGRAM
#pragma surface surf Standard alpha:fade
sampler2D _MainTex;
sampler2D _MainTex2;
struct Input {
float2 uv_MainTex;
float2 uv_MainTex2;
};
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 d = tex2D(_MainTex2, float2(IN.uv_MainTex2.x, IN.uv_MainTex2.y - _Time.y));
fixed4 c = tex2D (_MainTex, IN.uv_MainTex + d.r);
//fixed4 d = tex2D(_MainTex2, float2(IN.uv_MainTex2.x + _Time.y, IN.uv_MainTex.y));
//o.Albedo = c.rgb;
o.Emission = c.rgb; //light will not interfere texture
o.Alpha = c.a;
//o.Emission = c.rgb * d.rgb; //light will not interfere texture
//o.Alpha = c.a * d.a *1.5;
}
ENDCG
}
FallBack "Diffuse"
}
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MainTex2 ("Albedo (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
LOD 200
CGPROGRAM
#pragma surface surf Standard alpha:fade
sampler2D _MainTex;
sampler2D _MainTex2;
struct Input {
float2 uv_MainTex;
float2 uv_MainTex2;
};
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 d = tex2D(_MainTex2, float2(IN.uv_MainTex2.x, IN.uv_MainTex2.y - _Time.y));
fixed4 c = tex2D (_MainTex, IN.uv_MainTex + d.r);
//fixed4 d = tex2D(_MainTex2, float2(IN.uv_MainTex2.x + _Time.y, IN.uv_MainTex.y));
//o.Albedo = c.rgb;
o.Emission = c.rgb; //light will not interfere texture
o.Alpha = c.a;
//o.Emission = c.rgb * d.rgb; //light will not interfere texture
//o.Alpha = c.a * d.a *1.5;
}
ENDCG
}
FallBack "Diffuse"
}
댓글
댓글 쓰기