Shader "Custom/cvjarEarth" {
Properties{
_MainTex("myTexture", 2D) = "white"{}
_Cloud("mycolor", 2D) ="white"{}
}
SubShader{
Tags{"Queue"="Transparent" "RenderType"="Transparent"}
pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
sampler2D _MainTex;
sampler2D _Cloud;
struct v2f{
float4 pos:SV_POSITION;
float2 uv: TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert(appdata_base v){
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
half4 frag(v2f i):COLOR{
float u_x = i.uv.x + -0.2*_Time;
float2 uv_earth=float2(u_x, i.uv.y);
half4 texcolor_earth = tex2D(_MainTex, uv_earth);
float2 uv_cloud;
u_x = i.uv.x + -0.4*_Time;
uv_cloud = float2(u_x, i.uv.y);
half4 tex_cloudDepth = tex2D(_Cloud, uv_cloud);
half4 texcolor_cloud = float4(1,1,1,0) * (tex_cloudDepth.x);
return lerp(texcolor_earth, texcolor_cloud, 0.5f);
}
ENDCG
}
}
}