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58 lines
1.4 KiB
58 lines
1.4 KiB
Shader "Myshader/HandTip"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Frequency("Frequency",Range(2,10))=10
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_Amplitude("Amplitude",Range(0,0.1))=0.05
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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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Pass
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{
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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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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struct a2v
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Amplitude;
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float _Frequency;
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v2f vert (a2v v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.vertex.y += sin(_Time.y * _Frequency) * _Amplitude;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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return col;
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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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