diff --git a/Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Rainbow.shader b/Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Rainbow.shader index 240036f..110e888 100644 --- a/Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Rainbow.shader +++ b/Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Rainbow.shader @@ -12,6 +12,7 @@ Shader "CubedParadox/Flat Lit Toon Rainbow" { _ColorMask ("ColorMask", 2D) = "black" {} _Saturation ("Saturation", Float ) = 0 _Value ("Value", Float ) = 0 + _Speed ("Speed", Float ) = 0 } SubShader { Tags { @@ -62,6 +63,8 @@ Shader "CubedParadox/Flat Lit Toon Rainbow" { uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST; uniform float _Saturation; uniform float _Value; + uniform float _Speed; + struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; @@ -88,7 +91,7 @@ Shader "CubedParadox/Flat Lit Toon Rainbow" { ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); - float4 node_1939 = _Time + _TimeEditor; + float4 node_1939 = (_Time * _Speed) + _TimeEditor; float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float3 finalColor = (lerp((_MainTex_var.rgb*(lerp(float3(1,1,1),saturate(3.0*abs(1.0-2.0*frac(node_1939.r+float3(0.0,-1.0/3.0,1.0/3.0)))-1),_Saturation)*_Value)),_MainTex_var.rgb,_ColorMask_var.r)*saturate((Function_node_3693( float3(0,1,0) )+CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) )+(_LightColor0.rgb*attenuation)))); fixed4 finalRGBA = fixed4(finalColor,1); @@ -132,6 +135,8 @@ Shader "CubedParadox/Flat Lit Toon Rainbow" { uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST; uniform float _Saturation; uniform float _Value; + uniform float _Speed; + struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; @@ -158,7 +163,7 @@ Shader "CubedParadox/Flat Lit Toon Rainbow" { ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); - float4 node_1939 = _Time + _TimeEditor; + float4 node_1939 = (_Time * _Speed) + _TimeEditor; float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float3 finalColor = (lerp((_MainTex_var.rgb*(lerp(float3(1,1,1),saturate(3.0*abs(1.0-2.0*frac(node_1939.r+float3(0.0,-1.0/3.0,1.0/3.0)))-1),_Saturation)*_Value)),_MainTex_var.rgb,_ColorMask_var.r)*saturate((Function_node_3693( float3(0,1,0) )+CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) )+(_LightColor0.rgb*attenuation)))); fixed4 finalRGBA = fixed4(finalColor * 1,0);