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@tsubaki
Created November 15, 2017 15:09
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Shader "Unlit/Scroll"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_SubTex1 ("Subtexture1", 2D) = "white" {}
_SubTex2 ("Subtexture2", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
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, _SubTex1, _SubTex2;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 sub;
half2 uv = i.uv;
half t = _Time.x - floor(_Time.x);
uv.y = i.uv.y + t;
fixed4 col = tex2D(_MainTex, uv);
uv.y = i.uv.y + t * 2;
sub = tex2D(_SubTex1, uv);
col.rgb = lerp (col.rgb, sub.rgb, sub.a);
uv.y = i.uv.y + t * 4 ;
sub = tex2D(_SubTex2, uv);
col.rgb = lerp (col.rgb, sub.rgb, sub.a);
return col;
}
ENDCG
}
}
}
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