Shader "Unlit/ScrollBackMat"
{
Properties
{
_OneTex ("OneTex", 2D) = "white" {}
_TwoTex("TwoTex",2D) = "white" {}
_OneSpeed("OneSpeed",Float) = 1.0
_TwoSpeed("TwoSpeed",Float) = 1.0
_Multiplier("Layer Multiplier",Float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _OneTex;
float4 _OneTex_ST;
sampler2D _TwoTex;
float4 _TwoTex_ST;
float _OneSpeed;
float _TwoSpeed;
float _Multiplier;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _OneTex) + frac(float2(_OneSpeed,0.0) * _Time.y);
o.uv.zw = TRANSFORM_TEX(v.uv, _TwoTex) + frac(float2(_TwoSpeed, 0.0) * _Time.y);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 one = tex2D(_OneTex, i.uv.xy);
fixed4 two = tex2D(_TwoTex, i.uv.zw);//靠前的那张背景图,有透明
fixed4 col = lerp(one, two, two.a);//非透明部分1显示two,透明部分0显示one
col.rgb *= _Multiplier;//亮度的调整
return col;
}
ENDCG
}
}
}frac函数是获取取的x值的小数部分,效果:
