73 lines
1.6 KiB
Text
73 lines
1.6 KiB
Text
Shader "Unlit/ExplosionWave_Shader"
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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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_ErodeGlow("ErodeGlow", Float) = 1
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}
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SubShader
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{
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Zwrite Off
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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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#include "Assets/Materials/myInclude.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float4 uv : TEXCOORD0;
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float4 color : COLOR;
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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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float4 color : COLOR;
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float erode : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _ErodeGlow;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex);
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o.color = v.color;
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o.erode = v.uv.z;
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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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float4 tex = tex2D(_MainTex, i.uv+float2(0, _Time.y));
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float erode = valueStep(tex.r, 2, i.erode);
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float erodeFringe = valueStep(tex.r, 2, i.erode-_ErodeGlow);
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float4 col = (erode*i.color + (erode - erodeFringe)*(5 * i.color));
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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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