Unity Shader 11 : RGB . normal . red channel sorting
Shader "Custom/MobileRedLihgtSingnal" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MaskTex ("Mask", 2D) = "white"{}
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
sampler2D _MaskTex;
struct Input {
float2 uv_MainTex;
float2 uv_MaskTex;
};
void surf (Input IN, inout SurfaceOutput o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
float4 m = tex2D(_MaskTex, IN.uv_MaskTex);// + flaot4(abs(sin(_Time)),0,0,0);
//float4 b = m * float4(abs(sin(_Time * 20)), 0, 0,0);
float a = abs(sin(_Time*400))+.2;
o.Albedo = c.rgb;
o.Emission = c.rgb * m.r * a;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MaskTex ("Mask", 2D) = "white"{}
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
sampler2D _MaskTex;
struct Input {
float2 uv_MainTex;
float2 uv_MaskTex;
};
void surf (Input IN, inout SurfaceOutput o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
float4 m = tex2D(_MaskTex, IN.uv_MaskTex);// + flaot4(abs(sin(_Time)),0,0,0);
//float4 b = m * float4(abs(sin(_Time * 20)), 0, 0,0);
float a = abs(sin(_Time*400))+.2;
o.Albedo = c.rgb;
o.Emission = c.rgb * m.r * a;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
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