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1.4 KiB

Shader "Myshader/HandTip"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Frequency("Frequency",Range(2,10))=10
_Amplitude("Amplitude",Range(0,0.1))=0.05
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct a2v
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Amplitude;
float _Frequency;
v2f vert (a2v v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertex.y += sin(_Time.y * _Frequency) * _Amplitude;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}