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Shader "Environment/Sea_wave" {
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Properties{
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_BaseTex("BaseTex", 2D) = "white" {}
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_MaskTex("MaskTex", 2D) = "white" {}
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_Speed("Speed", Float) = 0.2
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_Color("Color", Color) = (0.5,0.5,0.5,1)
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_MaskTex_pannerX("MaskTex_pannerX", Float) = 0.01
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_MaskTex_pannerY("MaskTex_pannerY", Float) = -0.01
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}
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SubShader{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
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Pass {
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Tags {
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"LightMode" = "ForwardBase"
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}
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Blend One One
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Cull Off
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ZWrite Off
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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uniform float4 _TimeEditor;
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uniform sampler2D _BaseTex; uniform float4 _BaseTex_ST;
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uniform sampler2D _MaskTex; uniform float4 _MaskTex_ST;
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uniform float _Speed;
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uniform float4 _Color;
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uniform float _MaskTex_pannerX;
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uniform float _MaskTex_pannerY;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 texcoord0 : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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VertexOutput vert(VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.vertexColor = v.vertexColor;
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o.pos = UnityObjectToClipPos(v.vertex);
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = step(0,facing);
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float faceSign = sign(facing);
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float4 node_9577 = _Time + _TimeEditor;
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float2 node_7241 = (float2(0.0,(-1 * (node_9577.g*_Speed))) + i.uv0);
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float4 _BaseTex_var = tex2D(_BaseTex,TRANSFORM_TEX(node_7241, _BaseTex));
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float2 node_9405 = (i.uv0 + (float2(_MaskTex_pannerX,_MaskTex_pannerY)*node_9577.g));
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float4 _MaskTex_var = tex2D(_MaskTex,TRANSFORM_TEX(node_9405, _MaskTex));
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float3 emissive = (_BaseTex_var.rgb*_MaskTex_var.r*i.vertexColor.a*_Color.rgb*_Color.a);
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float3 finalColor = emissive;
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return fixed4(finalColor,1);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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