分享乙個流光效果
"流光貼圖", 2d)
="white"
[materialtoggle] _wualpha (
"黑白流光圖無alpha時勾選", float )
= 0 _liuguang_color (
"流光_color", color)
=(0.5,0.5,0.5,1)
_liuguang_qiangdu (
"流光強度", float )
= 3 _uvscale (
"uv縮放", range(0, 1))
= 0.3
[materialtoggle] _aniuvscale (
"uv縮放動畫", float )
= 0.3
_liuguang_speed (
"動畫速度", float )
= 5 _liuguang_mask (
"二次_mask(給流光更複雜的遮罩)", 2d)
="white"
_uvniuqu (
"uv扭曲", 2d)
="white"
_niuqu_qiangdu (
"扭曲強度", float )
= 0 [hideininspector]_cutoff (
"alpha cutoff", range(0,1))
= 0.5
}subshader
pass
blend srcalpha oneminussrcalpha
zwrite off
cgprogram
#pragma vertex vert
#pragma fragment frag
#define unity_pass_forwardbase
#include "unitycg.cginc"
#pragma multi_compile_fwdbase
#pragma exclude_renderers xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _timeeditor;
uniform sampler2d _maintex; uniform float4 _maintex_st;
uniform float4 _tintcolor;
uniform sampler2d _liuguang; uniform float4 _liuguang_st;
uniform float4 _liuguang_color;
uniform float _liuguang_qiangdu;
uniform fixed _liuguang_speed;
uniform fixed _wualpha;
uniform sampler2d _uvniuqu; uniform float4 _uvniuqu_st;
uniform fixed _niuqu_qiangdu;
uniform fixed _aniuvscale;
uniform fixed _uvscale;
uniform sampler2d _liuguang_mask; uniform float4 _liuguang_mask_st;
struct vertexinput
; struct vertexoutput
; vertexoutput vert (vertexinput v)
float4 frag(vertexoutput i)
: color
endcg
}} fallback "diffuse"
}
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