62 lines
1.3 KiB
Plaintext
62 lines
1.3 KiB
Plaintext
Shader "harry_t/additive_screen"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Noise ("Clouds", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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ZWrite Off
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Cull Off
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Pass
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{
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Blend One One
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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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float3 uv1 : TEXCOORD1;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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sampler2D _Noise;
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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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o.uv1 = mul( unity_ObjectToWorld, v.vertex );
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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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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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fixed4 noise = tex2D(_Noise, i.uv1.yz + float2( _Time.x, 0.0 ));
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return col * noise.r * 1.5;
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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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