64 lines
1.1 KiB
Plaintext
64 lines
1.1 KiB
Plaintext
Shader "Unlit/UI_Scroll"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {} // 纹理
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_ScrollX("ScrollX",Float) = 1.0// X滚动速度
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_ScrollY("ScrollY",Float) = 1.0// Y滚动速度
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" }
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LOD 100
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Pass
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{
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Tags{ "LightMode" = "ForwardBase" }
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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 a2v
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _ScrollX;
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float _ScrollY;
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v2f vert(a2v v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac(float2 (_ScrollX, _ScrollY) * _Time.y);
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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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fixed4 c = tex2D(_MainTex, i.uv.xy);
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return c;
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}
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ENDCG
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}
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}
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FallBack "VertexLit"
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}
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