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111 lines
2.4 KiB
111 lines
2.4 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Unity Shaders Book/Chapter 11/Vertex Animation With Shadow" { |
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Properties { |
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_MainTex ("Main Tex", 2D) = "white" {} |
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_Color ("Color Tint", Color) = (1, 1, 1, 1) |
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_Magnitude ("Distortion Magnitude", Float) = 1 |
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_Frequency ("Distortion Frequency", Float) = 1 |
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_InvWaveLength ("Distortion Inverse Wave Length", Float) = 10 |
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_Speed ("Speed", Float) = 0.5 |
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} |
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SubShader { |
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// Need to disable batching because of the vertex animation |
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Tags {"DisableBatching"="True"} |
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Pass { |
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Tags { "LightMode"="ForwardBase" } |
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Cull Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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sampler2D _MainTex; |
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float4 _MainTex_ST; |
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fixed4 _Color; |
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float _Magnitude; |
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float _Frequency; |
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float _InvWaveLength; |
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float _Speed; |
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struct a2v { |
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float4 vertex : POSITION; |
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float4 texcoord : TEXCOORD0; |
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}; |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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v2f vert(a2v v) { |
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v2f o; |
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float4 offset; |
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offset.yzw = float3(0.0, 0.0, 0.0); |
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offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude; |
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o.pos = UnityObjectToClipPos(v.vertex + offset); |
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); |
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o.uv += float2(0.0, _Time.y * _Speed); |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target { |
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fixed4 c = tex2D(_MainTex, i.uv); |
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c.rgb *= _Color.rgb; |
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return c; |
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} |
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ENDCG |
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} |
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// Pass to render object as a shadow caster |
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Pass { |
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Tags { "LightMode" = "ShadowCaster" } |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma multi_compile_shadowcaster |
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#include "UnityCG.cginc" |
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float _Magnitude; |
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float _Frequency; |
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float _InvWaveLength; |
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float _Speed; |
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struct v2f { |
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V2F_SHADOW_CASTER; |
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}; |
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v2f vert(appdata_base v) { |
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v2f o; |
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float4 offset; |
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offset.yzw = float3(0.0, 0.0, 0.0); |
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offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude; |
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v.vertex = v.vertex + offset; |
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target { |
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SHADOW_CASTER_FRAGMENT(i) |
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} |
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ENDCG |
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} |
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} |
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FallBack "VertexLit" |
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}
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