Shader "Bully!/Unlit/AdditiveColorScroll" { Properties { _MainTex ("Texture", 2D) = "Black" {} _MaskTex ("Texture", 2D) = "Black" {} _Tint ("FresnelColor", Color) = (1,1,1) _Multi ("Multiplier", Range(0.0,20)) = 0.0 _ScrollSpeedY ("Scroll y", Range(-50,50)) = 0 } SubShader { Tags { "Queue"="geometry+15" "RenderType" = "Opaque" } LOD 200 ZWrite off Lighting Off //Cull Back ZTest LEqual Blend One One Fog { Color (0,0,0,0) } CGPROGRAM #pragma target 3.0 #pragma surface surf UnlitReflect halfasview novertexlights exclude_path:prepass noambient noforwardadd nolightmap nodirlightmap half4 LightingUnlitReflect (SurfaceOutput s, half3 lightDir, half3 viewDir) { half3 h = normalize (lightDir + viewDir); half4 c; c.rgb = s.Albedo; c.a = s.Alpha; return c; } struct Input { float2 uv_MainTex; float3 viewDir; }; sampler2D _MainTex; sampler2D _MaskTex; half _ScrollSpeedY; float _Multi; float3 _Tint; void surf (Input IN, inout SurfaceOutput o) { float2 scrollUV = IN.uv_MainTex; float yscroll=_ScrollSpeedY * _Time; scrollUV +=float2(yscroll,0); half4 maintex = tex2D (_MainTex,IN.uv_MainTex ); half masktex = tex2D (_MaskTex, scrollUV).r; //float3 mask =clamp(((masktex*frescomp)-.3)/ .2,0,1); //o.Albedo = _LightTint; o.Emission = maintex*_Multi*_Tint*masktex; //o.Alpha = _Transparency*mask; } ENDCG } Fallback "Diffuse" }