From b9fc71a8460e4d7511421af34b5d9a9fc931c2c5 Mon Sep 17 00:00:00 2001 From: Jakob Stendahl Date: Wed, 27 Sep 2017 20:02:58 +0200 Subject: Enda et mislykka forsøk på vatn MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Assets/Shaders/WaterShader.shader | 73 ++++++++++++++++++++++ 1 file changed, 73 insertions(+) create mode 100644 exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader (limited to 'exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader') 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 + } + } +} \ No newline at end of file -- cgit v1.2.3