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Led.shader
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Shader "LX/Led"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_UVCenter ("UVCenter", Vector) = (0.5,0.5,0,0)
_VCount ("VCount", float) = 2
_HCount ("HCount", float) = 2
}
SubShader
{
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;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed2 _UVCenter;
float _VCount;
float _HCount;
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed2 uv = frac(i.uv * fixed2(_HCount,_VCount));
fixed len = saturate(length(uv - _UVCenter) * 1.4);
return col * (1 - len);
}
ENDCG
}
}
}