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author | Jakob Stendahl <jakob.stendahl@outlook.com> | 2017-09-27 20:02:58 +0200 |
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committer | Jakob Stendahl <jakob.stendahl@outlook.com> | 2017-09-27 20:02:58 +0200 |
commit | b9fc71a8460e4d7511421af34b5d9a9fc931c2c5 (patch) | |
tree | e967f40415de97f8396aec5f0cade99556ecf748 /exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader | |
parent | aba7a9b0f8765730f3778fb0ce5aad6d98f3bd04 (diff) | |
download | TD-b9fc71a8460e4d7511421af34b5d9a9fc931c2c5.tar.gz TD-b9fc71a8460e4d7511421af34b5d9a9fc931c2c5.zip |
Enda et mislykka forsøk på vatn
Diffstat (limited to 'exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader')
-rw-r--r-- | exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader b/exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader new file mode 100644 index 0000000..31779b2 --- /dev/null +++ b/exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader @@ -0,0 +1,73 @@ +Shader "Unlit/SpecialFX/Cool Hologram" +{ + Properties + { + _MainTex ("Albedo Texture", 2D) = "white" {} + _TintColor("Tint Color", Color) = (1,1,1,1) + _Transparency("Transparency", Range(0.0,0.5)) = 0.25 + _CutoutThresh("Cutout Threshold", Range(0.0,1.0)) = 0.2 + _Distance("Distance", Float) = 1 + _Amplitude("Amplitude", Float) = 1 + _Speed ("Speed", Float) = 1 + _Amount("Amount", Range(0.0,1.0)) = 1 + } + + SubShader + { + Tags {"Queue"="Transparent" "RenderType"="Transparent" } + LOD 100 + + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + float4 _TintColor; + float _Transparency; + float _CutoutThresh; + float _Distance; + float _Amplitude; + float _Speed; + float _Amount; + + v2f vert (appdata v) + { + v2f o; + v.vertex.x += sin(_Time.y * _Speed + v.vertex.y * _Amplitude) * _Distance * _Amount; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + // sample the texture + fixed4 col = tex2D(_MainTex, i.uv) + _TintColor; + col.a = _Transparency; + clip(col.r - _CutoutThresh); + return col; + } + ENDCG + } + } +}
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