Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Shader "ShadowCurves"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- }
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.uv = v.uv;
- return o;
- }
- sampler2D _MainTex;
- float _factorScreen;
- float4 frag (v2f i) : SV_Target
- {
- float2 uv = i.uv;
- uv -= float2(0.5,0.5);
- uv.x *= _factorScreen;
- float dist,dist1,dist2,mask,l,final = 1.0;
- float s = 0.07;
- float amp,freq;
- uv.x-=_factorScreen;
- for(float f = -_factorScreen;f<_factorScreen;f+=s){
- uv.x+=s;
- freq = 5.0*exp(-20.0*(f*f));
- amp = 0.12*exp(-10.0*(f*f));
- dist = amp*pow(sin(freq*uv.y+2.0*_Time.y+100.0*sin(122434.0*f)),2.0)*exp(-5.0*uv.y*uv.y)-uv.x;
- mask = 1.0-smoothstep(0.0,0.005,dist);
- dist1 = abs(dist);
- dist1 = smoothstep(0.003,0.005,dist1);
- dist2 =abs(dist);
- dist2 = smoothstep(0.0,0.03,dist2);
- dist2 = lerp(0.7,1.0,dist2);
- dist2 *= mask;
- l = lerp(dist1,dist2,mask);
- final=lerp(l,l*final,mask);
- }
- return float4(final,final,final,1.0);
- }
- ENDCG
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement