23 lines
749 B
HLSL
23 lines
749 B
HLSL
|
#ifndef SCROLLING_LAYERS
|
||
|
#define SCROLLING_LAYERS
|
||
|
|
||
|
UNITY_DECLARE_TEX2D_NOSAMPLER(_LayerTexture); float4 _LayerTexture_ST;
|
||
|
UNITY_DECLARE_TEX2D_NOSAMPLER(_LayerMask); float4 _LayerMask_ST;
|
||
|
float4 _LayerColor;
|
||
|
float4 _LayerSpeed;
|
||
|
float _Layers;
|
||
|
float _LayerShrinkage;
|
||
|
|
||
|
float4 color;
|
||
|
float4 calculateScrollingLayers(float2 uv)
|
||
|
{
|
||
|
color = 0;
|
||
|
|
||
|
for (int i = 0; i < _Layers; i++) {
|
||
|
float2 uvMod = (1 + i*_LayerShrinkage) + (_Time.y * _LayerSpeed.xy);// / (1+i/3);
|
||
|
color = saturate(color + UNITY_SAMPLE_TEX2D_SAMPLER(_LayerTexture, _MainTex, TRANSFORM_TEX(uv, _LayerTexture) * uvMod )) / (1+i*2);
|
||
|
}
|
||
|
|
||
|
return color * _LayerColor;
|
||
|
}
|
||
|
#endif
|