You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
HighGroundRoyaleNetcode/Assets/VFX/ScrollingLineShader.shader

62 lines
1.7 KiB
Plaintext

Shader "Custom/ScrollingLine"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Speed ("Scroll Speed", Float) = 1.0
_Tiling ("Texture Tiling", Float) = 1.0
_Color ("Color Tint", Color) = (1,1,1,1) // Add color support
}
SubShader
{
Tags { "RenderPipeline" = "UniversalRenderPipeline" "Queue"="Transparent" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha // Enable transparency
Cull Off
ZWrite Off // Prevent depth writing (helps transparency)
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct appdata_t
{
float4 position : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Speed;
float _Tiling;
float4 _Color; // Color support
v2f vert (appdata_t v)
{
v2f o;
o.position = TransformObjectToHClip(v.position);
float2 offset = float2(_Time.y * _Speed, 0); // Scroll the texture horizontally
o.uv = TRANSFORM_TEX(v.uv, _MainTex) * float2(_Tiling, 1) + offset;
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 texColor = tex2D(_MainTex, i.uv);
return texColor * _Color; // Apply color tint
}
ENDHLSL
}
}
}