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return |
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@"
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{ |
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UV = UV + 0.25 / Frequency; |
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UV = (UV.xy + 0.5) * Frequency; |
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{precision} width = 0.5; |
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{precision}2 distance3 = 2.0 * abs(frac((UV.xy + 0.5) * Frequency) - 0.5) - width; |
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{precision}2 scale = 0.5 / duv_length.xy; |
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{precision}2 blend_out = saturate(scale / 3); |
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{precision}2 vector_alpha = clamp(distance3 * scale.xy * blend_out.xy, -1.0, 1.0); |
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{precision} alpha = saturate(vector_alpha.x * vector_alpha.y); |
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{precision} width = 1.0; |
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{precision}2 distance3 = 4.0 * abs(frac(UV + 0.25) - 0.5) - width; |
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{precision}2 scale = 0.35 / duv_length.xy; |
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{precision} dependency = sqrt(clamp(0.8f - length(duv_length), 0.0, 1.0)); |
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{precision}2 vector_alpha = clamp(distance3 * scale.xy, -1.0, 1.0); |
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{precision} alpha = saturate(0.5f + 0.5f * vector_alpha.x * vector_alpha.y * dependency); |
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Out = lerp(ColorA, ColorB, alpha.xxx); |
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}";
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} |