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