71 lines
2.4 KiB
Plaintext
71 lines
2.4 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/Bend" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,0.5)
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_MainTex ("Texture", 2D) = "white" { }
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_Amplitude ("Amplitude", Vector) = (0.2, 0.2, 0.2, 0.2)
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_Fase ("Fase", Vector) = (0.1, 0.1, 0.1, 0.1)
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}
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SubShader {
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Pass {
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Tags { "RenderType" = "Opaque" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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float4 _Amplitude;
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float4 _Fase;
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fixed4 _Color;
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sampler2D _MainTex;
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uniform half unity_FogDensity;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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half2 fogDepth: TEXCOORD1;
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};
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float4 _MainTex_ST;
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v2f vert(appdata_base v) {
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v2f o;
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const float aScale = 0.001;
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const float fScale = 1.0;
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o.pos = float4(v.vertex.x + sin(_Time.z + v.vertex.y * _Fase.x /* * fScale*/) *_Amplitude.x * aScale,
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v.vertex.y + sin(_Time.y + v.vertex.x * _Fase.y/* * fScale*/) *_Amplitude.y * aScale, v.vertex.z, v.vertex.w);
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o.pos = UnityObjectToClipPos (o.pos);
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//o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
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o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
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// o.pos = float4(o.pos.x + sin(_Time.z + o.pos.y * _Fase.x) *_Amplitude.x,
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// o.pos.y + sin(_Time.y + o.pos.x * _Fase.y) *_Amplitude.y, o.pos.z, o.pos.w);
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float2 sv = o.uv - float2(0.5, 0.5);
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sv *= 2.0;
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float l = length(sv) * _Fase.z;
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l = cos(l + _Time.z);
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o.uv += float2(l,l) * _Amplitude.z;
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o.fogDepth.x = length(mul (UNITY_MATRIX_MV, v.vertex).xyz);
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o.fogDepth.y = o.fogDepth.x * unity_FogDensity;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed4 clr = tex2D(_MainTex, i.uv) * _Color;
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float fogAmt = i.fogDepth.y * i.fogDepth.y;
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fogAmt = exp(-fogAmt);
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clr.xyz = lerp(unity_FogColor, clr.xyz, fogAmt);
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return clr;
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//return fixed4(i.uv, i.uv);
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}
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ENDCG
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}
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}
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} |