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- Shader "Toon/Lit Swaying Interactive" {
- Properties {
- _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
- _Speed ("MoveSpeed", Range(20,50)) = 25 // speed of the swaying
- _Rigidness("Rigidness", Range(1,50)) = 25 // lower makes it look more "liquid" higher makes it look rigid
- _SwayMax("Sway Max", Range(0, 0.1)) = .005 // how far the swaying goes
- _YOffset("Y offset", float) = 0.0// y offset, below this is no animation
- _MaxWidth("Max Displacement Width", Range(0, 2)) = 0.1 // width of the line around the dissolve
- _Radius("Radius", Range(0,5)) = 1 // width of the line around the dissolve
- }
- SubShader {
- Tags { "RenderType"="Opaque" "DisableBatching" = "True" }// disable batching lets us keep object space
- LOD 200
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma surface surf ToonRamp vertex:vert addshadow keepalpha // addshadow applies shadow after vertex animation
- sampler2D _Ramp;
- // custom lighting function that uses a texture ramp based
- // on angle between light direction and normal
- #pragma lighting ToonRamp exclude_path:prepass
- inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
- {
- #ifndef USING_DIRECTIONAL_LIGHT
- lightDir = normalize(lightDir);
- #endif
- half d = dot (s.Normal, lightDir)*0.5 + 0.5;
- half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
- half4 c;
- c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
- c.a = s.Alpha;
- return c;
- }
- sampler2D _MainTex;
- float4 _Color;
- float _Radius;
- float _Speed;
- float _SwayMax;
- float _YOffset;
- float _Rigidness;
- float _MaxWidth;
- uniform float3 _Positions[100];
- uniform float _PositionArray;
- struct Input {
- float2 uv_MainTex : TEXCOORD0;
- };
- void vert(inout appdata_full v)//
- {
- // basic swaying movement
- float3 wpos = mul(unity_ObjectToWorld, v.vertex).xyz;// world position
- float x = sin(wpos.x / _Rigidness + (_Time.x * _Speed)) *(v.vertex.y - _YOffset) * 5;// x axis movements
- float z = sin(wpos.z / _Rigidness + (_Time.x * _Speed)) *(v.vertex.y - _YOffset) * 5;// z axis movements
- v.vertex.x += (step(0,v.vertex.y - _YOffset) * x * _SwayMax);// apply the movement if the vertex's y above the YOffset
- v.vertex.z += (step(0,v.vertex.y - _YOffset) * z * _SwayMax);
- // interaction radius movement for every position in array
- for (int i = 0; i < _PositionArray; i++){
- float3 dis = distance(_Positions[i], wpos); // distance for radius
- float3 radius = 1- saturate(dis /_Radius); // in world radius based on objects interaction radius
- float3 sphereDisp = wpos - _Positions[i]; // position comparison
- sphereDisp *= radius; // position multiplied by radius for falloff
- v.vertex.xz += clamp(sphereDisp.xz * step(_YOffset, v.vertex.y), -_MaxWidth,_MaxWidth);// vertex movement based on falloff and clamped
- }
- }
- void surf (Input IN, inout SurfaceOutput o) {
- half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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