Shader "Custom/18-6"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_strength("Strength", Range(0, 0.1)) = 0.05
}
SubShader
{
Tags { "RenderType" = "Opaque" "Queue" = "Transparent"}
zwrite off
GrabPass{}
CGPROGRAM
#pragma surface surf NoLight noambient
sampler2D _MainTex;
sampler2D _GrabTexture;
float _strength;
struct Input
{
float4 color:COLOR;
float4 screenPos;
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
float3 screenUV = IN.screenPos.rgb / IN.screenPos.a;
o.Emission = tex2D(_GrabTexture, screenUV.xy + c.x * _strength);
}
float4 LightingNoLight(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
return float4(0, 0, 0, 1);
}
ENDCG
}
FallBack "Diffuse"
}
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