hwj35
2025-01-07 a3a4a858a80724140e36648e9d75f16366cf5ae0
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Shader "Environment/DisplacePanner" {
    Properties{
        _Main_color("Main_color", Color) = (0.5,0.5,0.5,1)
        _Displace_slider("Displace_slider", Range(0, 2)) = 0.4
        _Brightness("Brightness", Float) = 1
        _MainTex("MainTex", 2D) = "white" {}
        _MainTex_XPanner("MainTex_XPanner", Float) = 0.03
        _MainTex_YPanner("MainTex_YPanner", Float) = 0.03
        _MistTex("MistTex", 2D) = "white" {}
        _Mist_XPanner("Mist_XPanner", Float) = -0.03
        _Mist_YPanner("Mist_YPanner", Float) = -0.03
        [HideInInspector]_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
    }
        SubShader{
            Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
            Blend SrcAlpha OneMinusSrcAlpha
            ColorMask RGB
            Cull Off Lighting Off ZWrite Off
 
            Pass {
                CGPROGRAM
                #include "UnityCG.cginc"
                #pragma vertex vert
                #pragma fragment frag
                #pragma target 3.0
                #pragma multi_compile_particles
                #pragma multi_compile_fog
 
                uniform sampler2D _MainTex;
                uniform sampler2D _MistTex;
                uniform float4 _MainTex_ST;
                uniform float4 _MistTex_ST;
                uniform float _Displace_slider;
                uniform float4 _Main_color;
                uniform float _Brightness;
                uniform float _Mist_XPanner;
                uniform float _MainTex_XPanner;
                uniform float _Mist_YPanner;
                uniform float _MainTex_YPanner;
 
                struct VertexInput {
                    float4 vertex : POSITION;
                    float2 texcoord0 : TEXCOORD0;
                    float4 vertexColor : COLOR;
                };
 
                struct VertexOutput {
                    float4 pos : SV_POSITION;
                    float2 uv0 : TEXCOORD0;
                    float4 vertexColor : COLOR;
                };
 
                VertexOutput vert(VertexInput v) {
                    VertexOutput o;
                    o.uv0 = v.texcoord0;
                    o.vertexColor = v.vertexColor;
                    o.pos = UnityObjectToClipPos(v.vertex);
                    return o;
                }
 
                float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
 
                    float r = tex2D(_MistTex , TRANSFORM_TEX(i.uv0 + _Time.y*float2(_Mist_XPanner,_Mist_YPanner), _MistTex)).r;
                    float d = (r*2.0 - 1.0)*_Displace_slider;
                    float2 uvoffset = _Time.y* float2(_MainTex_XPanner, _MainTex_YPanner) + i.uv0 + d.xx;
 
                    float4 _MainTex_var = tex2D(_MainTex, TRANSFORM_TEX(uvoffset, _MainTex));
                    float3 finalColor = (_Main_color.rgb*_MainTex_var.rgb*_Brightness);
                    return fixed4(finalColor,(_Main_color.a*i.vertexColor.a*_MainTex_var.a));
                }
                ENDCG
            }
        }
            FallBack "Diffuse"
}