popcorn/Shader/3D/UnlitTextureStripes.shader

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Shader "UsayaLib/3D/Unlit/TextureStripes" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Texture Color", Color) = (1, 1, 1, 1)
[KeywordEnum(Multiply, Additive)] _StripesBlendMode("Stripes Blend Mode", Int) = 0
_StripesColor ("Stripes Color", Color) = (1, 1, 1, 1)
_Slider ("Slider", float) = 0
_Width ("Width", Range(0, 1)) = 0.5
_Repeat ("Repeat", float) = 1
_SlopeX ("SlopeX", float) = 1
_SlopeY ("SlopeY", float) = 1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile _STRIPESBLENDMODE_MULTIPLY _STRIPESBLENDMODE_ADDITIVE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 pos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed4 _StripesColor;
float _Slider;
float _Width;
float _Repeat;
float _SlopeX;
float _SlopeY;
v2f vert(appdata v){
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color * _Color;
UNITY_TRANSFER_FOG(o,o.vertex);
o.pos = v.vertex;
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 color = tex2D(_MainTex, i.uv) * i.color;
float2 pos = i.pos.xy * float2(_SlopeX, _SlopeY);
float p = (pos.x - pos.y + _Slider) / _Repeat;
float4 c = step(p - floor(p), _Width) * _StripesColor;
#ifdef _STRIPESBLENDMODE_ADDITIVE
color.rgb += step(p - floor(p), _Width) * _StripesColor.rgb * _StripesColor.a;
#else
color.rgb = color.rgb * (1 - c.a) + c.rgb * c.a;
#endif
UNITY_APPLY_FOG(i.fogCoord, color);
return color;
}
ENDCG
}
}
}