Shader "Custom/MaskedFlowEffect"
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{
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Properties
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{
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// 流光的遮罩是在材质中设置的,挂载在透明图片上就可以产生透明效果,参考材质MaskedFlowEffectMat
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_FlowSpacing ("流光间距", Range(0.1, 2)) = 0.5
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_FlowThickness ("流光粗细", Range(0.01, 0.5)) = 0.1
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_MainTex ("Base (RGB)", 2D) = "black" {}
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[HideInInspector] _Transparency ("Transparency", Range(0,1)) = 1
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_MaskTex ("Mask (A)", 2D) = "white" {}
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_FlowColor ("Flow Color", Color) = (1,1,1,1)
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_FlowSpeed ("Flow Speed", Range(0,5)) = 1
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_FlowWidth ("Flow Width", Range(0,1)) = 0.2
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_FlowDirection ("Flow Direction", Vector) = (1,0,0,0)
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
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LOD 100
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Blend One OneMinusSrcAlpha
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ZWrite 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
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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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sampler2D _MaskTex;
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float4 _FlowColor;
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float _FlowSpeed;
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float _FlowSpacing;
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float _FlowThickness;
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float _FlowWidth;
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float4 _FlowDirection;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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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 base = tex2D(_MainTex, i.uv);
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fixed mask = tex2D(_MaskTex, i.uv).a;
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float2 dir = normalize(_FlowDirection.xy);
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float flowPos = dot(i.uv, dir) / _FlowSpacing;
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float flow = (sin(_Time.y * _FlowSpeed + flowPos * 10) * 0.5 + 0.5) * _FlowThickness * 2;
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float flowMask = smoothstep(0.5 - _FlowWidth, 0.5 + _FlowWidth, flow) * mask;
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fixed4 final = base;
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final.rgb = lerp(base.rgb, _FlowColor.rgb, flowMask * _FlowColor.a);
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return final;
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}
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ENDCG
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}
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}
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}
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