// 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 } } }