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Woobling Jelly Unity Shader

keawstudio Apr 30th, 2017 80 Never
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  1. //Created from Standard Surface Shader
  2.  
  3.  
  4. Shader "Shaders Test/Woobling Jelly" {
  5.     Properties {
  6.         _Color ("Color", Color) = (1,1,1,1)
  7.         _MainTex ("Albedo (RGB)", 2D) = "white" {}
  8.         _Glossiness ("Smoothness", Range(0,1)) = 0.5
  9.         _Metallic ("Metallic", Range(0,1)) = 0.0
  10.         _Warp ("Warp Strenght", Range(25,100)) = 50     //How much woobly is the material?
  11.  
  12.     }
  13.  
  14.     SubShader {
  15.         Tags {
  16.             "Queue" = "Transparent"
  17.             "IgnoreProjector" = "True"
  18.             "RenderType" = "Transparent"
  19.         }
  20.         LOD 200
  21.        
  22.         CGPROGRAM
  23.         // Physically based Standard lighting model, and enable shadows on all light types
  24.         #pragma surface surf Standard fullforwardshadows vertex:vert alpha
  25.  
  26.         // Use shader model 3.0 target, to get nicer looking lighting
  27.         #pragma target 3.0
  28.  
  29.         sampler2D _MainTex;
  30.         float _Warp;
  31.  
  32.         struct Input {
  33.             float2 uv_MainTex;
  34.             float3 vertColor;
  35.             float4 pos : SV_POSITION;
  36.             float2 uv : TEXCOORD0;
  37.         };
  38.  
  39.         Input vert (inout appdata_full v)
  40.         {
  41.             Input o;
  42.  
  43.             v.vertex.x += sign(v.vertex.x) * sin(_Time.w)/_Warp;
  44.             v.vertex.y += sign(v.vertex.y) * cos(_Time.w)/_Warp;
  45.            
  46.             o.vertColor = float3(v.vertex.x, v.vertex.y, v.vertex.z);
  47.             o.pos = UnityObjectToClipPos(v.vertex);
  48.             o.uv = v.texcoord;
  49.  
  50.             return o;
  51.         }
  52.  
  53.         half _Glossiness;
  54.         half _Metallic;
  55.         fixed4 _Color;
  56.  
  57.         // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
  58.         // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
  59.         // #pragma instancing_options assumeuniformscaling
  60.         UNITY_INSTANCING_CBUFFER_START(Props)
  61.             // put more per-instance properties here
  62.         UNITY_INSTANCING_CBUFFER_END
  63.  
  64.         void surf (Input IN, inout SurfaceOutputStandard o) {
  65.             // Albedo comes from a texture tinted by color
  66.             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
  67.             o.Albedo = c.rgb;
  68.             // Metallic and smoothness come from slider variables
  69.             o.Metallic = _Metallic;
  70.             o.Smoothness = _Glossiness;
  71.             //o.Alpha = c.a;
  72.             o.Alpha = _Color.a;
  73.         }
  74.         ENDCG
  75.     }
  76.     FallBack "Diffuse"
  77. }
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