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- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
- // "Legacy Shaders/Transparent/Diffuse"
- Shader "XGame/TestCloud"
- {
- Properties
- {
- _Color ("Main Color", Color) = (1,1,1,1)
- _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
- _ScrollY ("Scroll Speed", Range(0, 1)) = 1
- }
- SubShader
- {
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
- LOD 200
- CGPROGRAM
- #pragma surface surf NoLight alpha:fade noforwardadd
- sampler2D _MainTex;
- fixed4 _Color;
- float _ScrollY;
- struct Input
- {
- float2 uv_MainTex;
- };
- float2 ModuloUV(float2 uv)
- { // 取模运算,返回小数部分
- // uv.y -= floor(uv.y);
- return uv - floor(uv);
- // return frac(uv);
- }
- void surf (Input IN, inout SurfaceOutput o)
- {
- fixed4 c = tex2D(_MainTex, ModuloUV(IN.uv_MainTex + float2(0, _ScrollY * _Time.y))) * _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- }
- //光照方程,名字为Lighting接#pragma suface后的光照方程名称
- //lightDir :顶点到光源的单位向量
- //viewDir :顶点到摄像机的单位向量
- //atten :关照的衰减系数
- float4 LightingNoLight(SurfaceOutput s, float3 lightDir,half3 viewDir, half atten)
- {
- float4 c ;
- c.rgb = s.Albedo;
- c.a = s.Alpha;
- return c;
- }
- ENDCG
- }
- Fallback "Unlit/Transparent"
- }
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