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59 lines
1.4 KiB
59 lines
1.4 KiB
Shader "Unlit/TipEffect"
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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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_Speed("Speed",Float) = 1
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_Amplitude("Amplitude", Float) = 0.0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue" = "Transparent"}
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Blend SrcAlpha OneMinusSrcAlpha
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//ZTest Always
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ZWrite Off
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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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#include "UnityCG.cginc"
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struct appdata
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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 _Speed;
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float _Amplitude;
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v2f vert (appdata v)
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{
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v2f o;
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v.vertex.y = v.vertex.y + sin(_Time.y * _Speed) * _Amplitude;
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o.vertex = UnityObjectToClipPos(v.vertex);
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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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