feat: Wind shader
This commit is contained in:
parent
dd9640fc39
commit
63d0524d3c
13 changed files with 318 additions and 4 deletions
144
Assets/Shaders/SpriteWind.shader
Normal file
144
Assets/Shaders/SpriteWind.shader
Normal file
|
@ -0,0 +1,144 @@
|
|||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
|
||||
Shader "Sprites/Wind"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_WindSpeed ("Wind Speed", Float) = 1
|
||||
_WindAmplitude ("Wind Speed", Float) = 1
|
||||
[PerRendererData] _WindOffset ("Wind Offset", Float) = 0
|
||||
|
||||
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
|
||||
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
|
||||
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
|
||||
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
|
||||
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Blend One OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex SpriteVert
|
||||
#pragma fragment SpriteFrag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile_local _ PIXELSNAP_ON
|
||||
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
#ifdef UNITY_INSTANCING_ENABLED
|
||||
|
||||
UNITY_INSTANCING_BUFFER_START(PerDrawSprite)
|
||||
// SpriteRenderer.Color while Non-Batched/Instanced.
|
||||
UNITY_DEFINE_INSTANCED_PROP(fixed4, unity_SpriteRendererColorArray)
|
||||
// this could be smaller but that's how bit each entry is regardless of type
|
||||
UNITY_DEFINE_INSTANCED_PROP(fixed2, unity_SpriteFlipArray)
|
||||
UNITY_INSTANCING_BUFFER_END(PerDrawSprite)
|
||||
|
||||
#define _RendererColor UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteRendererColorArray)
|
||||
#define _Flip UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteFlipArray)
|
||||
|
||||
#endif // instancing
|
||||
|
||||
CBUFFER_START(UnityPerDrawSprite)
|
||||
#ifndef UNITY_INSTANCING_ENABLED
|
||||
fixed4 _RendererColor;
|
||||
fixed2 _Flip;
|
||||
#endif
|
||||
float _EnableExternalAlpha;
|
||||
CBUFFER_END
|
||||
|
||||
// Material Color.
|
||||
fixed4 _Color;
|
||||
|
||||
// Material Wind
|
||||
float _WindSpeed;
|
||||
float _WindAmplitude;
|
||||
float _WindOffset;
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
inline float4 UnityFlipSprite(in float3 pos, in fixed2 flip)
|
||||
{
|
||||
return float4(pos.xy * flip, pos.z, 1.0);
|
||||
}
|
||||
|
||||
v2f SpriteVert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
|
||||
OUT.vertex = UnityFlipSprite(IN.vertex, _Flip);
|
||||
OUT.vertex.x += sin(_Time.y * _WindSpeed + _WindOffset) * _WindAmplitude * IN.texcoord.y;
|
||||
OUT.vertex = UnityObjectToClipPos(OUT.vertex);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
OUT.color = IN.color * _Color * _RendererColor;
|
||||
|
||||
#ifdef PIXELSNAP_ON
|
||||
OUT.vertex = UnityPixelSnap (OUT.vertex);
|
||||
#endif
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _AlphaTex;
|
||||
|
||||
fixed4 SampleSpriteTexture(float2 uv)
|
||||
{
|
||||
fixed4 color = tex2D(_MainTex, uv);
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
fixed4 alpha = tex2D (_AlphaTex, uv);
|
||||
color.a = lerp (color.a, alpha.r, _EnableExternalAlpha);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
fixed4 SpriteFrag(v2f IN) : SV_Target
|
||||
{
|
||||
fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
|
||||
c.rgb *= c.a;
|
||||
return c;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue