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#ifndef SCROLLING_LAYERS
#define SCROLLING_LAYERS
UNITY_DECLARE_TEX2D_NOSAMPLER(_LayerTexture); float4 _LayerTexture_ST;
UNITY_DECLARE_TEX2D_NOSAMPLER(_LayerMask); float4 _LayerMask_ST;
float4 _LayerColor;
float4 _LayerSpeed;
float _Layers;
float _LayerShrinkage;
float4 color;
float4 calculateScrollingLayers(float2 uv)
{
color = 0;
for (int i = 0; i < _Layers; i++) {
float2 uvMod = (1 + i*_LayerShrinkage) + (_Time.y * _LayerSpeed.xy);// / (1+i/3);
color = saturate(color + UNITY_SAMPLE_TEX2D_SAMPLER(_LayerTexture, _MainTex, TRANSFORM_TEX(uv, _LayerTexture) * uvMod )) / (1+i*2);
}
return color * _LayerColor;
}
#endif
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