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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)
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| 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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