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- Shader "BitShiftProgrammer/AnimatedFish"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _EffectRadius("Wave Effect Radius",Range(0.0,1.0)) = 0.5
- _WaveSpeed("Wave Speed", Range(0.0,100.0)) = 3.0
- _WaveHeight("Wave Height", Range(0.0,30.0)) = 5.0
- _WaveDensity("Wave Density", Range(0.0001,1.0)) = 0.007
- _Yoffset("Y Offset",Float) = 0.0
- _Threshold("Threshold",Range(0,30)) = 3
- _StrideSpeed("Stride Speed",Range(0.0,10.0)) = 2.0
- _StrideStrength("Stride Strength", Range(0.0,20.0)) = 3.0
- _MoveOffset("Move Offset",Float) = 0.0
- }
- SubShader
- {
- Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
- Cull Off
- Blend SrcAlpha OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- half _EffectRadius;
- half _WaveSpeed;
- half _WaveHeight;
- half _WaveDensity;
- half _Yoffset;
- int _Threshold;
- half _StrideSpeed;
- half _StrideStrength;
- half _MoveOffset;
- v2f vert (appdata v)
- {
- v2f o;
- half sinUse = sin(-_Time.y * _WaveSpeed + _MoveOffset + v.vertex.y * _WaveDensity);
- half yValue = v.vertex.y - _Yoffset;
- half yDirScaling = clamp(pow(yValue * _EffectRadius,_Threshold),0.0,1.0);
- v.vertex.x = v.vertex.x + sinUse * _WaveHeight* yDirScaling;
- v.vertex.x = v.vertex.x + sin(-_Time.y * _StrideSpeed + _MoveOffset) * _StrideStrength;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex,i.uv);
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- }
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