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AlphaRelpaceTex.shader
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AlphaRelpaceTex.shader
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Shader "Unlit/AlphaRelpaceTex"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Mul("multiple",float) =1
_Frequency("frequency",float) = 0.1
_Speed("Speed",float) = 1
[hdr] _Color("Color",Color) = (1,1,1,1)
}
SubShader
{
AlphaToMask on
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 200
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float height:TEXCOORD1; //顶点高度
float l:TEXCOORD2; //对应高度值
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Mul;
float _Speed;
float4 _Color;
float _Frequency;
v2f vert (appdata v)
{
v2f o;
float2 uv = TRANSFORM_TEX(float4(v.uv.xy,0,0),_MainTex);
//顶点偏移z
float height = tex2Dlod(_MainTex,float4(uv.xy,0,0)).r;
o.l=height;
v.vertex.xyz += v.normal*_Mul*height;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = lerp(float4(0,0,0,0.5),_Color,i.l);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}