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- Shader "Unlit/DiagonalShine"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _Wipe ("Wipe", Float) = 0.0
- _Angle ("Angle", Float) = 1
- _Bands("Band", Float) = 0.0
- _Thickness ("Thickness", Float) = 10
- _Strength ("Strength", Float) = 1
- _HighlightColor ("Highlight Color", Color) = (1,1,1,1)
- }
- SubShader
- {
- Tags {
- "RenderType"="Transparent"
- "Queue"="Transparent"
- }
- Pass
- {
- Cull Off
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define PI 3.14159
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float _Wipe;
- float _Bands;
- float _Angle;
- float _Thickness;
- float _Strength;
- float4 _HighlightColor;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- float4 frag (v2f i) : SV_Target
- {
- // sample the texture
- float4 col = tex2D(_MainTex, i.uv);
- float mask = step(0.05, col.x); // Mask black components of the texture
- float2 uv = i.uv * 1; // Control distance between bands
- // == If you want to control the wipe through script ==
- float xval = sin((uv.x * PI * _Bands + uv.y * PI/_Angle * _Bands) - _Wipe); // Control angle and wipe
- // ==
- // == If you want to repeat the pattern ==
- //float xval = sin((uv.x * PI * _Bands + uv.y * PI/_Angle * _Bands) - (_Time.y * 3)); // Control speed of shine
- // ==
- xval = saturate(xval);
- xval = pow(xval, _Thickness) * _Strength; // Control sharpness + thickness
- float4 xvaladd = float4(xval, xval, xval, col.a); // Mask
- float4 stripe = lerp(col, _HighlightColor + col, xvaladd * mask);
- return stripe;
- }
- ENDCG
- }
- }
- }
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