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| Shader "Unlit/Vice1_Code" { Properties { _MainTex ("Texture", 2D) = "white" {} _Grow("Grow",Range(-1.0,1.0)) = 0.0 _Expend("Expend",Float) = 0.0 _Scale("Scale",Float) = 0.0 _GrowMin("GrowMin", Range(0,1.0)) = 0.6 _GrowMax("GrowMax", Range(0,1.5)) = 1.0 _EndMin("EndMin", Range(0,1.0)) = 0.6 _EndMax("EndMax", Range(0,1.5)) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag
#include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal:NORMAL; };
struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; };
sampler2D _MainTex; float4 _MainTex_ST; float _Grow; float _Expend; float _GrowMin; float _GrowMax; float _EndMin; float _EndMax; float _Scale; v2f vert (appdata v) { v2f o; half weight = max(smoothstep( _GrowMin, _GrowMax, v.uv.y - _Grow), smoothstep(_EndMin, _EndMax,v.uv.y )); half3 weight_combine = weight * _Expend * 0.01f*v.normal; half3 scale_combine = _Scale * 0.01f * v.normal; half3 normal_combine = weight_combine + scale_combine; v.vertex.xyz = v.vertex.xyz+ normal_combine; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; }
fixed4 frag(v2f i) : SV_Target { clip(1 - (i.uv.y - _Grow)); fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }
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