evershade/Assets/Shaders/UISpeckedShader.shader

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Shader "UI/SpeckledEffect"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_SpeckleTex ("Speckle Texture", 2D) = "white" {}
_SpeckleIntensity ("Speckle Intensity", Range(0, 1)) = 0.5
_Color ("Color Tint", Color) = (1,1,1,1)
}
SubShader
{
Tags
{
"Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 texcoord : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _SpeckleTex;
float _SpeckleIntensity;
float4 _Color;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// Sample the main texture
fixed4 col = tex2D(_MainTex, i.texcoord) * _Color;
// Sample the speckle texture and tile it
fixed4 speckle = tex2D(_SpeckleTex, i.texcoord * 10.0); // Adjust scaling for effect
// Combine them with speckle affecting the alpha
col.rgb = lerp(col.rgb, speckle.rgb, _SpeckleIntensity);
col.a = col.a * (1.0 - _SpeckleIntensity) + speckle.a * _SpeckleIntensity;
return col;
}
ENDCG
}
}
FallBack "UI/Default"
}