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86 行
2.3 KiB
86 行
2.3 KiB
Shader "Unlit/Wavy2"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Len ("Len", float) = 1
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_Alpha ("Alpha", float) = 1.0
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}
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SubShader
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{
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Tags { "Queue"="Transparent" }
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LOD 100
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Cull Off
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// #pragma cull off
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Len;
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float _Alpha;
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v2f vert (appdata v)
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{
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v2f o;
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float4 vout = v.vertex;
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float angle = v.vertex.x * UNITY_PI * 2 * _Len;
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vout.x = sin(angle);
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vout.y = 1 - cos(angle);
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o.vertex = UnityObjectToClipPos(vout);
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o.uv = v.uv;
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UNITY_TRANSFER_FOG(o, o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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col.a *= _Alpha; // apply transparency
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float speed = 2;
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float width = 0.01;
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float currentTime = _Time.y * speed;
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float lightPosition = fmod(currentTime, 1.0);
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float distanceToLight = abs(i.uv.x - lightPosition);
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if (distanceToLight < width)
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{
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float intensity = 0.5 * (1.5 - (distanceToLight / width));
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col *= intensity;
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}
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else
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{
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col *= 0.2;
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}
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return col;
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}
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ENDCG
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}
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}
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}
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