Shader "Unlit/WaveGraph" { Properties { P1ColorIn("Color1 In", Color) = (1.0, 0.5, 0.0, 1.0) P1ColorOut("Color1 Out", Color) = (1.0, 0.0, 0.0, 1.0) P2ColorIn("Color2 In", Color) = (0.0, 1.0, 0.5, 1.0) P2ColorOut("Color2 Out", Color) = (1.0, 1.0, 0.0, 1.0) P3ColorIn("Color3 In", Color) = (0.0, 0.5, 1.0, 1.0) P3ColorOut("Color3 Out", Color) = (0.0, 0.0, 1.0, 1.0) P4ColorIn("Color4 In", Color) = (0.5, 0.0, 5.0, 1.0) P4ColorOut("Color4 Out", Color) = (.5, 0.0, 0.0, 1.0) Amplitudes("Amplitudes", Vector) = (0.1, 0.2, 0.3, 0.4) Frequencies("Frequencies", Vector) = (40, 30, 20, 10) [Toggle(ENABLE_MULTIWAVE)] _MULTIWAVE ("Enable multiwave feature", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #pragma multi_compile __ ENABLE_MULTIWAVE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; half4 P1ColorIn; half4 P1ColorOut; half4 P2ColorIn; half4 P2ColorOut; half4 P3ColorIn; half4 P3ColorOut; half4 P4ColorIn; half4 P4ColorOut; half4 Amplitudes; half4 Frequencies; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; UNITY_TRANSFER_FOG(o,o.vertex); return o; } half3 CalcCurve(half2 uv, float amp, float freq, half3 c1, half3 c2) { float curve = amp * sin((freq * uv.x) + (2.0 * _Time.z)); float lineAShape = smoothstep(1.0 - clamp(distance(curve + uv.y, 0.5), 0.0, 1.0), 1.0, 0.99); return (1.0 - lineAShape) * lerp(c1, c2, lineAShape); } half3 CalcComplexCurve(half2 uv, half4 amp, half4 freq, half3 c1, half3 c2) { float curve = amp.x * sin((freq.x * uv.x) + (2.0 * _Time.z)); curve += amp.y * sin((freq.y * uv.x) + (2.0 * _Time.z)); curve += amp.z * sin((freq.z * uv.x) + (2.0 * _Time.z)); curve += amp.w * sin((freq.w * uv.x) + (2.0 * _Time.z)); float lineAShape = smoothstep(1.0 - clamp(distance(curve + uv.y, 0.5), 0.0, 1.0), 1.0, 0.99); return (1.0 - lineAShape) * lerp(c1, c2, lineAShape); } half4 frag (v2f i) : SV_Target { // sample the texture half4 col = half4(0,0,0,1);// = tex2D(_MainTex, i.uv); /* float curve = 0.5 * sin((40 * i.uv.x) + (2.0 * _Time.z)); float lineAShape = smoothstep(1.0 - clamp(distance(curve + i.uv.y, 0.5), 0.0, 1.0), 1.0, 0.99); half3 lineACol = (1.0 - lineAShape) * lerp(P1ColorIn, P1ColorOut, lineAShape); */ #if ENABLE_MULTIWAVE col.rgb = CalcCurve(i.uv, Amplitudes.x, Frequencies.x, P1ColorIn, P1ColorOut); col.rgb += CalcCurve(i.uv, Amplitudes.y, Frequencies.y, P2ColorIn, P2ColorOut); col.rgb += CalcCurve(i.uv, Amplitudes.z, Frequencies.z, P3ColorIn, P3ColorOut); col.rgb += CalcCurve(i.uv, Amplitudes.w, Frequencies.w, P4ColorIn, P4ColorOut); #else col.rgb = CalcComplexCurve(i.uv, Amplitudes, Frequencies, P1ColorIn, P1ColorOut); #endif return col; } ENDCG } } }