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- Shader "Custom/PowerText"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _Noise ("Noise", 2D) = "white" {}
- _Color ("Color", Color) = (1,1,1,1)
- _Frequency ("Shake Frequency", float) = 1
- _Amplitude ("Shake Intensity", float) = 10
- }
- SubShader
- {
- Tags { "RenderType"="Transparent" "Queue"="Transparent"}
- Blend SrcAlpha OneMinusSrcAlpha
- LOD 100
- ZWrite Off
- ZTest Off
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma geometry geom
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- float4 vertColor : COLOR;
- };
- struct v2g
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- float4 vertColor : COLOR;
- };
- struct g2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- float4 vertColor : COLOR;
- float2 charPos : TEXCOORD1;
- };
- sampler2D _MainTex;
- sampler2D _Noise;
- float4 _MainTex_ST;
- float4 _Color;
- float _Frequency;
- float _Amplitude;
- float3 HUEtoRGB(in float H)
- {
- float R = abs(H * 6 - 3) - 1;
- float G = 2 - abs(H * 6 - 2);
- float B = 2 - abs(H * 6 - 4);
- return saturate(float3(R,G,B));
- }
- v2g vert (appdata v)
- {
- v2g o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.vertColor = v.vertColor;
- return o;
- }
- [maxvertexcount(3)]
- void geom(triangle v2g IN[3], inout TriangleStream<g2f> triStream) {
- float4 offset = float4(0,0,0,0);
- float3 EdgeA = IN[0].vertex - IN[1].vertex;
- float3 EdgeB = IN[1].vertex - IN[2].vertex;
- float3 EdgeC = IN[2].vertex - IN[0].vertex;
- float3 center;
- if(length(EdgeA) > length(EdgeB) && length(EdgeA) > length(EdgeC))
- center = IN[1].vertex + EdgeA * 0.5;
- else if (length(EdgeB) > length(EdgeC) && length(EdgeB) > length(EdgeA))
- center = IN[2].vertex + EdgeB * 0.5;
- else
- center = IN[0].vertex + EdgeC * 0.5;
- if(IN[0].vertColor.r > 0){
- float2 offsetUV = float2(0, _Time.y * _Frequency) + center.xy * 1000;
- offset = tex2Dlod(_Noise, float4(offsetUV, 0,0))*2-1;
- offset *= _Amplitude;
- }
- g2f o;
- [unroll]
- for(int i=0;i<3;i++){
- o.vertex = IN[i].vertex + offset;
- o.uv = IN[i].uv;
- o.vertColor = IN[i].vertColor;
- o.charPos = center;
- triStream.Append(o);
- }
- }
- fixed4 frag (g2f i) : SV_Target
- {
- // sample the texture
- fixed4 col = 1;
- if(i.vertColor.g <= 0) {
- col = _Color;
- } else {
- col.rgb = HUEtoRGB(fmod(_Time.y + i.charPos.x, 1));
- }
- col.a = tex2D(_MainTex, i.uv).a;
- return col;
- }
- ENDCG
- }
- }
- }
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