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86 行
2.3 KiB

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