105 lines
2.7 KiB
Plaintext
105 lines
2.7 KiB
Plaintext
Shader "Custom/GalaxyMask"
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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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_MainColor("Main Color", Color) = (1,1,1,1)
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_MaskTex("Mask Texture", 2D) = "white" {}
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_MaskReplace("Mask Replace Texture", 2D) = "white" {}
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_MaskColor("Mask Color", Color) = (1,1,1,1)
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_MaskScale("Mask Scale", vector) = (1,1,1,1)
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_Speed("Mask Texture Speed", float) = 1.0
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}
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SubShader
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{
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// Regular color & lighting pass
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Pass
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{
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Tags
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{
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"LightMode" = "ForwardBase"
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdbase
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#include "AutoLight.cginc"
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#include "UnityCG.cginc"
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// Properties
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sampler2D _MainTex;
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sampler2D _MaskTex;
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sampler2D _MaskReplace;
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float4 _MaskScale;
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float4 _MaskColor;
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float4 _MainColor;
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float _Speed;
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float4 _LightColor0; // provided by Unity
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struct vertexInput
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float3 texCoord : TEXCOORD0;
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};
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struct vertexOutput
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{
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float4 pos : SV_POSITION;
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float3 normal : NORMAL;
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float3 texCoord : TEXCOORD0;
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LIGHTING_COORDS(1,2)
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};
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vertexOutput vert(vertexInput input)
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{
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vertexOutput output;
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output.pos = UnityObjectToClipPos(input.vertex);
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output.normal = UnityObjectToWorldNormal(input.normal);
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output.texCoord = input.texCoord;
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return output;
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}
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float4 frag(vertexOutput input) : COLOR
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{
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// lighting
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float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
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float lightDot = saturate(dot(input.normal, lightDir));
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float3 lighting = lightDot * _LightColor0.rgb;
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lighting += ShadeSH9(half4(input.normal,1)); // ambient lighting
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// albedo
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float4 albedo = tex2D(_MainTex, input.texCoord.xy);
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// mask
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float isMask = tex2D(_MaskTex, input.texCoord.xy); // == _MaskColor;
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// screen-space coordinates
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float2 screenPos = ComputeScreenPos(input.pos).xy / _ScreenParams.xy;
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// convert to texture-space coordinates
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float2 maskPos = screenPos * _MaskScale;
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// scroll sample position
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maskPos += _Time * _Speed;
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// sample galaxy texture
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float4 mask = tex2D(_MaskReplace, maskPos);
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albedo = (1-isMask)*(albedo+_MainColor) + isMask*mask;
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lighting = (1-isMask)*lighting + isMask*float4(1,1,1,1);
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// final
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float3 rgb = albedo.rgb * lighting;
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return float4(rgb, 1.0);
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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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} |