86 lines
2.0 KiB
Plaintext
86 lines
2.0 KiB
Plaintext
Shader "Custom/LoadingToLeft"
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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 ("Speed", float) = 0.2
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//MASK SUPPORT ADD
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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//MASK SUPPORT END
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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//MASK SUPPORT ADD
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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ColorMask [_ColorMask]
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//MASK SUPPORT END
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// No culling or depth
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Cull Back
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ZWrite Off
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex: 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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float2 uv: TEXCOORD0;
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float4 vertex: SV_POSITION;
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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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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);//v.uv;
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return o;
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}
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fixed4 frag(v2f i): SV_Target
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{
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float2 uv = i.uv;
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uv.x += -_Time.x * _Speed;
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fixed4 col = tex2D(_MainTex, uv);
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return col;
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}
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ENDCG
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}
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}
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} |