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| Shader "Unlit/SliderShader01" { Properties { _MaskTex ("MaskTexture", 2D) = "white" {} _ColorTex ("ColorTexture", 2D) = "white" {} _ColorStrength ("ColorStrength", Range(1, 1.2)) = 1.0 _UVScale ("UVScale", Range(0, 1)) = 0.25 [hideInInspector] _OffsetX ("OffsetX", Float) = 0 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent"} Blend SrcAlpha OneMinusSrcAlpha
Pass { CGPROGRAM
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float2 uv : TEXCOORD0; float2 uv1 : TEXCOORD1; float4 vertex : SV_POSITION; };
sampler2D _MaskTex; float4 _MaskTex_ST; sampler2D _ColorTex; float4 _ColorTex_ST; float _ColorStrength; float _UVScale; float _OffsetX;
v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _ColorTex); o.uv1 = TRANSFORM_TEX(v.uv, _MaskTex); return o; }
fixed4 frag (v2f i) : SV_Target { i.uv *= _UVScale; i.uv.x = i.uv.x + _OffsetX;
fixed4 col = tex2D(_ColorTex, i.uv); fixed4 shape = tex2D(_MaskTex, i.uv1); col.a = shape.a; return col * _ColorStrength; } ENDCG } } }
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