113 lines
2.9 KiB
Plaintext
113 lines
2.9 KiB
Plaintext
Shader "MY/Blinking GodRays"
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{
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Properties
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{
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_MainTex("Base texture", 2D) = "white" {}
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_FadeOutDistNear("Near fadeout dist", float) = 10
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_FadeOutDistFar("Far fadeout dist", float) = 10000
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_Multiplier("Color multiplier", float) = 1
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_Bias("Bias",float) = 0
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_TimeOnDuration("ON duration",float) = 0.5
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_TimeOffDuration("OFF duration",float) = 0.5
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_BlinkingTimeOffsScale("Blinking time offset scale (seconds)",float) = 5
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_SizeGrowStartDist("Size grow start dist",float) = 5
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_SizeGrowEndDist("Size grow end dist",float) = 50
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_MaxGrowSize("Max grow size",float) = 2.5
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_NoiseAmount("Noise amount (when zero, pulse wave is used)", Range(0,0.5)) = 0
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_Color("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Blend One One
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//Blend One OneMinusSrcColor
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Cull Off Lighting Off ZWrite Off Fog { Color(0,0,0,0) }
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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half _FadeOutDistNear;
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half _FadeOutDistFar;
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half _Multiplier;
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half _Bias;
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half _TimeOnDuration;
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half _TimeOffDuration;
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half _BlinkingTimeOffsScale;
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half _SizeGrowStartDist;
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half _SizeGrowEndDist;
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half _MaxGrowSize;
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half _NoiseAmount;
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half4 _Color;
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struct v2f
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{
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half4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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fixed4 color : TEXCOORD1;
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};
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v2f vert(appdata_full v)
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{
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v2f o;
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half time = _Time.y + _BlinkingTimeOffsScale * v.color.b;
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half3 viewPos = UnityObjectToViewPos(v.vertex);
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half dist = length(viewPos);
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half nfadeout = saturate(dist / _FadeOutDistNear);
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half ffadeout = 1 - saturate(max(dist - _FadeOutDistFar,0) * 0.2);
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half fracTime = fmod(time,_TimeOnDuration + _TimeOffDuration);
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half wave = smoothstep(0,_TimeOnDuration * 0.25,fracTime) * (1 - smoothstep(_TimeOnDuration * 0.75,_TimeOnDuration,fracTime));
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half noiseTime = time * (6.2831853f / _TimeOnDuration);
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half noise = sin(noiseTime) * (0.5f * cos(noiseTime * 0.6366f + 56.7272f) + 0.5f);
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half noiseWave = _NoiseAmount * noise + (1 - _NoiseAmount);
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half distScale = min(max(dist - _SizeGrowStartDist,0) / _SizeGrowEndDist,1);
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wave = _NoiseAmount < 0.01f ? wave : noiseWave;
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distScale = distScale * distScale * _MaxGrowSize * v.color.a;
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wave += _Bias;
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ffadeout *= ffadeout;
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nfadeout *= nfadeout;
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nfadeout *= nfadeout;
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nfadeout *= ffadeout;
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half4 mdlPos = v.vertex;
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mdlPos.xyz += distScale * v.normal;
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o.uv = v.texcoord.xy;
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o.pos = UnityObjectToClipPos(mdlPos);
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o.color = nfadeout * _Color * _Multiplier * wave;
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return o;
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}
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ENDCG
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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fixed4 frag(v2f i) : COLOR
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{
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return tex2D(_MainTex, i.uv.xy) * i.color;
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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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