feat: Wind shader
This commit is contained in:
parent
dd9640fc39
commit
63d0524d3c
13 changed files with 318 additions and 4 deletions
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@ -10,6 +10,7 @@ GameObject:
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m_Name: GardenRose
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m_Name: GardenRose
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m_TagString: Untagged
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@ -52,7 +53,7 @@ SpriteRenderer:
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@ -84,3 +85,16 @@ SpriteRenderer:
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m_MaskInteraction: 0
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m_Name:
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sprite: {fileID: 8356824105892962927}
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@ -858,7 +858,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 1}
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m_AnchorMin: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: -8.399948, y: -7.7999573}
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m_AnchoredPosition: {x: -8.399963, y: -7.7999573}
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m_SizeDelta: {x: 51.5091, y: 51.5091}
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m_Pivot: {x: 1, y: 1}
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m_Pivot: {x: 1, y: 1}
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--- !u!114 &439702001
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--- !u!114 &439702001
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@ -1424,7 +1424,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_RendererPriority: 0
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m_StaticBatchInfo:
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firstSubMesh: 0
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firstSubMesh: 0
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subMeshCount: 0
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subMeshCount: 0
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@ -11,7 +11,7 @@ namespace View {
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public CustomInput CustomInput { private set; get; }
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public CustomInput CustomInput { private set; get; }
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private void Awake() {
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private void Awake() {
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Model = new Model(20, 5);
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Model = new Model(1, 5);
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IExpressionInput input = FindObjectOfType<ExpressionInput>();
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IExpressionInput input = FindObjectOfType<ExpressionInput>();
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IExpressionInput visibility = FindObjectOfType<UIVisibility>();
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IExpressionInput visibility = FindObjectOfType<UIVisibility>();
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8
Assets/Scripts/View/Scene.meta
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8
Assets/Scripts/View/Scene.meta
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@ -0,0 +1,8 @@
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14
Assets/Scripts/View/Scene/GardenFlower.cs
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Assets/Scripts/View/Scene/GardenFlower.cs
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using System;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace View.Scene {
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public class GardenFlower : MonoBehaviour {
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[SerializeField] private SpriteRenderer sprite;
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private static readonly int WindOffset = Shader.PropertyToID("_WindOffset");
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private void Awake() {
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sprite.material.SetFloat(WindOffset, Random.Range(0f, 2f * Mathf.PI));
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}
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}
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}
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11
Assets/Scripts/View/Scene/GardenFlower.cs.meta
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11
Assets/Scripts/View/Scene/GardenFlower.cs.meta
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@ -0,0 +1,11 @@
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serializedVersion: 2
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Assets/Shaders.meta
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8
Assets/Shaders.meta
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userData:
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45
Assets/Shaders/GrowingFlower.mat
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45
Assets/Shaders/GrowingFlower.mat
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@ -0,0 +1,45 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 8
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: GrowingFlower
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m_Shader: {fileID: 4800000, guid: 7fca9ecfb5f525a4bb98a750615272f0, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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m_SavedProperties:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- PixelSnap: 0
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- _EnableExternalAlpha: 0
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- _WindAmplitude: 0.2
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- _WindOffset: 0
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- _WindSpeed: 0.5
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Flip: {r: 1, g: 1, b: 1, a: 1}
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- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
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m_BuildTextureStacks: []
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8
Assets/Shaders/GrowingFlower.mat.meta
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8
Assets/Shaders/GrowingFlower.mat.meta
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@ -0,0 +1,8 @@
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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assetBundleVariant:
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144
Assets/Shaders/SpriteWind.shader
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Assets/Shaders/SpriteWind.shader
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@ -0,0 +1,144 @@
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Sprites/Wind"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_WindSpeed ("Wind Speed", Float) = 1
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_WindAmplitude ("Wind Speed", Float) = 1
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[PerRendererData] _WindOffset ("Wind Offset", Float) = 0
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
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[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
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[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
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[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Cull Off
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Lighting Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex SpriteVert
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#pragma fragment SpriteFrag
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#pragma target 2.0
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#pragma multi_compile_instancing
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#pragma multi_compile_local _ PIXELSNAP_ON
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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#include "UnityCG.cginc"
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#ifdef UNITY_INSTANCING_ENABLED
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UNITY_INSTANCING_BUFFER_START(PerDrawSprite)
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// SpriteRenderer.Color while Non-Batched/Instanced.
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UNITY_DEFINE_INSTANCED_PROP(fixed4, unity_SpriteRendererColorArray)
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// this could be smaller but that's how bit each entry is regardless of type
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UNITY_DEFINE_INSTANCED_PROP(fixed2, unity_SpriteFlipArray)
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UNITY_INSTANCING_BUFFER_END(PerDrawSprite)
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#define _RendererColor UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteRendererColorArray)
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#define _Flip UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteFlipArray)
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#endif // instancing
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CBUFFER_START(UnityPerDrawSprite)
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#ifndef UNITY_INSTANCING_ENABLED
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fixed4 _RendererColor;
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fixed2 _Flip;
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#endif
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float _EnableExternalAlpha;
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CBUFFER_END
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// Material Color.
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fixed4 _Color;
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// Material Wind
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float _WindSpeed;
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float _WindAmplitude;
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float _WindOffset;
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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inline float4 UnityFlipSprite(in float3 pos, in fixed2 flip)
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{
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return float4(pos.xy * flip, pos.z, 1.0);
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}
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v2f SpriteVert(appdata_t IN)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.vertex = UnityFlipSprite(IN.vertex, _Flip);
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OUT.vertex.x += sin(_Time.y * _WindSpeed + _WindOffset) * _WindAmplitude * IN.texcoord.y;
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OUT.vertex = UnityObjectToClipPos(OUT.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color * _RendererColor;
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#ifdef PIXELSNAP_ON
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OUT.vertex = UnityPixelSnap (OUT.vertex);
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#endif
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _AlphaTex;
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fixed4 SampleSpriteTexture(float2 uv)
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{
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fixed4 color = tex2D(_MainTex, uv);
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#if ETC1_EXTERNAL_ALPHA
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fixed4 alpha = tex2D (_AlphaTex, uv);
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color.a = lerp (color.a, alpha.r, _EnableExternalAlpha);
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#endif
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return color;
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}
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fixed4 SpriteFrag(v2f IN) : SV_Target
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{
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fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
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c.rgb *= c.a;
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return c;
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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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9
Assets/Shaders/SpriteWind.shader.meta
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9
Assets/Shaders/SpriteWind.shader.meta
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@ -0,0 +1,9 @@
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externalObjects: {}
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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45
Assets/Shaders/Wind.mat
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45
Assets/Shaders/Wind.mat
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@ -0,0 +1,45 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Wind
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m_Shader: {fileID: 4800000, guid: 7fca9ecfb5f525a4bb98a750615272f0, type: 3}
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stringTagMap: {}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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||||||
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m_Offset: {x: 0, y: 0}
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||||||
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m_Ints: []
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m_Floats:
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||||||
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- PixelSnap: 0
|
||||||
|
- _EnableExternalAlpha: 0
|
||||||
|
- _WindAmplitude: 0.5
|
||||||
|
- _WindOffset: 0
|
||||||
|
- _WindSpeed: 1
|
||||||
|
m_Colors:
|
||||||
|
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _Flip: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
m_BuildTextureStacks: []
|
8
Assets/Shaders/Wind.mat.meta
Normal file
8
Assets/Shaders/Wind.mat.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d1dd69c198f85784eb5adbc3dafeddca
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Add table
Add a link
Reference in a new issue