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- Shader "Toon/Lit Vertex Sway" {
- Properties {
- [Header(Main)]
- _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
- [Space]
- [Header(Movement)]
- _Speed ("Speed", Range(0,2)) = 1
- _Amount ("Wave Amount", Range(0,2)) = 1
- _MaxWidth ("Max Width", Range(0,2)) = 1
- [MaterialToggle] XZAxis ("XZ Axis? (Otherwise YZ)", Float) = 0
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 200
- Cull Off
- CGPROGRAM
- #pragma surface surf ToonRamp vertex:vert addshadow
- #pragma multi_compile _ XZAXIS_ON
- 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 = 0;
- return c;
- }
- sampler2D _MainTex;
- float4 _Color;
- float _Speed;
- float _Amount;
- float _MaxWidth;
- struct appdata{
- float4 color: COLOR; // vertex colors
- };
- struct Input {
- float2 uv_MainTex : TEXCOORD0;
- };
- void vert( inout appdata_full v )
- {
- float4 worldSpaceVertex = mul( unity_ObjectToWorld, v.vertex );
- #if XZAXIS_ON
- v.vertex.xz += sin( _Time.y * _Speed + worldSpaceVertex.y * _Amount ) * _MaxWidth * v.color.r;
- #else
- v.vertex.yz += sin( _Time.y * _Speed + worldSpaceVertex.y + worldSpaceVertex.x * _Amount ) * _MaxWidth * v.color.r;
- #endif
- }
- 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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