powerfun-unity/Assets/Resources/Loading/LoadingToLeft.shader

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Shader "Custom/LoadingToLeft"
{
Properties
{
_MainTex ("Texture", 2D) = "white" { }
_Speed ("Speed", float) = 0.2
//MASK SUPPORT ADD
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
//MASK SUPPORT END
}
SubShader
{
Tags { "Queue" = "Transparent" }
//MASK SUPPORT ADD
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
ColorMask [_ColorMask]
//MASK SUPPORT END
// No culling or depth
Cull Back
ZWrite Off
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex: POSITION;
float2 uv: TEXCOORD0;
};
struct v2f
{
float2 uv: TEXCOORD0;
float4 vertex: SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Speed;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);//v.uv;
return o;
}
fixed4 frag(v2f i): SV_Target
{
float2 uv = i.uv;
uv.x += -_Time.x * _Speed;
fixed4 col = tex2D(_MainTex, uv);
return col;
}
ENDCG
}
}
}