Properties {
_MainTexture ("Base layer (RGB)", 2D) = "white" {}
_DetailTex ("2nd layer (RGB)", 2D) = "white" {}
_ScrollX ("Base layer Scroll speed X", Float) = 1.0
_ScrollY ("Base layer Scroll speed Y", Float) = 0.0
_Scroll2X ("2nd layer Scroll speed X", Float) = 1.0
_Scroll2Y ("2nd layer Scroll speed Y", Float) = 0.0
_SineFreqX2 ("2nd layer sine freq X",Float) = 10
_SineFreqY2 ("2nd layer sine freq Y",Float) = 10
_MMultiplier ("Layer Multiplier", Float) = 2.0
_QOffset ("Offset", Vector) = (0,0,0,0)
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend One One
Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
CGINCLUDE
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#include "UnityCG.cginc"
sampler2D _MainTexture;
sampler2D _DetailTex;
half4 _MainTexture_ST;
half4 _DetailTex_ST;
half _ScrollX;
half _ScrollY;
half _Scroll2X;
half _Scroll2Y;
half _MMultiplier;
half _SineFreqX2;
half _SineFreqY2;
half4 _QOffset;
struct appdata
{
half4 vertex : POSITION;
half4 texcoord : TEXCOORD0;
};
struct v2f {
half4 pos : SV_POSITION;
half4 uv : TEXCOORD0;
half4 color : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
half4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
half zOff = vPos.z*0.05;///_Dist;
vPos += _QOffset*zOff*zOff;
half4 time = _Time;
o.pos = mul (UNITY_MATRIX_P, vPos);
o.uv.xy = TRANSFORM_TEX(v.texcoord.xy,_MainTexture) + frac(half2(_ScrollX, _ScrollY) * time);
o.uv.zw = TRANSFORM_TEX(v.texcoord.xy,_DetailTex) + frac(half2(_Scroll2X, _Scroll2Y) * time);
o.uv.z += sin(time * _SineFreqX2);
o.uv.w += sin(time * _SineFreqY2);
o.color = _MMultiplier.xxxx;
return o;
}
ENDCG
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
half4 frag (v2f i) : COLOR
{
half4 o;
half4 tex = tex2D (_MainTexture, i.uv.xy);
half4 tex2 = tex2D (_DetailTex, i.uv.zw);
o = tex * tex2 * i.color;
return o;
}
ENDCG
}
}