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Untitled

a guest May 23rd, 2019 65 Never
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  1. Shader "Custom/TestLit"
  2. {
  3.     Properties
  4.     {
  5.         _Color ("Color", Color) = (1,1,1,1)
  6.         _MainTex ("Albedo (RGB)", 2D) = "white" {}
  7.         _Glossiness ("Smoothness", Range(0,1)) = 0.5
  8.         _Metallic ("Metallic", Range(0,1)) = 0.0
  9.         _Amplitude ("Amplitude", float) = 1
  10.         _Frequency ("Frequency", float) = 1
  11.         _Speed ("Speed", float) = 1
  12.     }
  13.     SubShader
  14.     {
  15.         Tags { "RenderType"="Transparent" "Queue"="Transparent"}
  16.         LOD 200
  17.  
  18.         CGPROGRAM
  19.         // Physically based Standard lighting model, and enable shadows on all light types
  20.         #pragma surface surf Standard fullforwardshadows vertex:vert
  21.  
  22.         // Use shader model 3.0 target, to get nicer looking lighting
  23.         #pragma target 3.0
  24.  
  25.         sampler2D _MainTex;
  26.  
  27.         struct Input
  28.         {
  29.             float2 uv_MainTex;
  30.         };
  31.  
  32.         half _Glossiness;
  33.         half _Metallic;
  34.         fixed4 _Color;
  35.  
  36.         float _Amplitude;
  37.         float _Frequency;
  38.         float _Speed;
  39.  
  40.         void vert(inout appdata_full v, out Input o)
  41.         {
  42.             v.vertex.y = sin(_Time.w * _Speed + v.vertex.x * _Frequency) * _Amplitude;
  43.             UNITY_INITIALIZE_OUTPUT(Input, o);
  44.         }
  45.  
  46.         void surf (Input IN, inout SurfaceOutputStandard o)
  47.         {
  48.             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
  49.             o.Albedo = c.rgb;
  50.             o.Metallic = _Metallic;
  51.             o.Smoothness = _Glossiness;
  52.             o.Alpha = c.a;
  53.         }
  54.         ENDCG
  55.     }
  56.     FallBack "Diffuse"
  57. }
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