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@s2kw
Last active March 13, 2016 06:49
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城ラマで水面を動かしているシェーダ。[Sample@vimeo](https://vimeo.com/158787504)
Shader "Shirorama/Transparent UVScroll For Water" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_SpeedX ("Scroll Speed X", Float ) = 1.0
_SpeedY ("Scroll Speed Y", Float ) = 1.0
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard alpha
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _SpeedX;
float _SpeedY;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
float2 uvm = IN.uv_MainTex;
uvm.x = uvm.x + _SpeedX * _Time;
uvm.y = uvm.y + _SpeedY * _Time;
float4 c = tex2D (_MainTex, uvm) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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