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- Shader "Custom/ConcentricCircles" {
- Properties {
- _OrigineX ("PosX Origine", Range(0,1)) = 0.5
- _OrigineY ("PosY Origine", Range(0,1)) = 0.5
- _Speed ("Speed", Range(-100,100)) = 60.0
- _CircleNbr ("Circle quantity", Range(10,1000)) = 60.0
- }
- SubShader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #pragma target 3.0
- float _OrigineX;
- float _OrigineY;
- float _Speed;
- float _CircleNbr;
- struct vertexInput {
- float4 vertex : POSITION;
- float4 texcoord0 : TEXCOORD0;
- };
- struct fragmentInput{
- float4 position : SV_POSITION;
- float4 texcoord0 : TEXCOORD0;
- };
- fragmentInput vert(vertexInput i){
- fragmentInput o;
- o.position = mul (UNITY_MATRIX_MVP, i.vertex);
- o.texcoord0 = i.texcoord0;
- return o;
- }
- fixed4 frag(fragmentInput i) : SV_Target {
- fixed4 color;
- float distanceToCenter;
- float time = _Time.x * _Speed;
- float xdist = _OrigineX - i.texcoord0.x;
- float ydist = _OrigineY - i.texcoord0.y;
- distanceToCenter = (xdist * xdist + ydist * ydist) * _CircleNbr;
- color = sin(distanceToCenter + time);
- return color;
- }
- ENDCG
- }
- }
- }
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