Shader "Custom/18-2"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_MaskTex("Mask", 2D) = "white" {}
_RampTex("Ramp", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Qpaque"}
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
sampler2D _MaskTex;
sampler2D _RampTex;
struct Input
{
float2 uv_MainTex;
float2 uv_MaskTex;
float2 uv_RampTex;
};
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
fixed4 m = tex2D(_MaskTex, IN.uv_MaskTex);
fixed4 r = tex2D(_RampTex, float2(_Time.y *0.1, 0.5));
o.Albedo = c.rgb;
o.Emission = c.rgb * m.r * r.r;
o.Alpha = 1;
}
ENDCG
}
FallBack "Diffuse"
}
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