VR/Assets/Lava_Flowing_Shader/Shaders/Unlit_Lava_Simple.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Lava Flowing Shader/Unlit/Simple"
{
Properties {
//_Color ("Main Color", Color) = (1,1,1)
_MainTex ("_MainTex RGBA", 2D) = "white" {}
_LavaTex ("_LavaTex RGB", 2D) = "white" {}
}
Category {
Tags { "RenderType"="Opaque" }
Lighting Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _LavaTex;
struct appdata_t {
fixed4 vertex : POSITION;
fixed2 texcoord : TEXCOORD0;
};
struct v2f {
fixed4 vertex : SV_POSITION;
fixed2 texcoord : TEXCOORD0;
fixed2 texcoord1 : TEXCOORD1;
};
fixed4 _MainTex_ST;
fixed4 _LavaTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 tex = tex2D(_MainTex, i.texcoord);
fixed4 tex2 = tex2D(_LavaTex, i.texcoord1);
tex = lerp(tex2,tex,tex.a);
return tex;
}
ENDCG
}
}
}
}