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- Shader "Custom/Parallax Moving"
- {
- Properties
- {
- _Color("Color", Color) = (1,1,1,1)
- _MainTex("Albedo (RGB)", 2D) = "white" {}
- _Glossiness("Smoothness", Range(0,1)) = 0.5
- _Metallic("Metallic", Range(0,1)) = 0.0
- _DepthMap("DepthMap", 2D) = "grey" {}
- _Normal("Normal", 2D) = "bump" {}
- _Parallax("Parallax Depth", Range(0,10)) = 0.0
- _Layers("Parallax Layers", Range(0,10)) = 1.0
- _Speed("Speed", Range(0,10)) = 1.0
- _Distort("Albedo Deep (RGB)", 2D) = "white" {}
- }
- SubShader
- {
- Tags { "RenderType" = "Opaque" }
- LOD 200
- CGPROGRAM
- // Physically based Standard lighting model, and enable shadows on all light types
- #pragma surface surf Standard fullforwardshadows
- // Use shader model 3.0 target, to get nicer looking lighting
- #pragma target 3.0
- sampler2D _MainTex;
- struct Input
- {
- float2 uv_MainTex;
- float2 uv_Normal;
- float3 viewDir;
- float2 uv_MainTex2;
- };
- half _Glossiness;
- half _Metallic;
- fixed4 _Color;
- float _Parallax;
- sampler2D _DepthMap, _Normal, _Distort;
- float _Layers, _Speed;
- // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
- // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
- // #pragma instancing_options assumeuniformscaling
- UNITY_INSTANCING_BUFFER_START(Props)
- // put more per-instance properties here
- UNITY_INSTANCING_BUFFER_END(Props)
- void surf(Input IN, inout SurfaceOutputStandard o)
- {
- // depth map for parallax
- float d = tex2D(_DepthMap, IN.uv_MainTex).r;
- float distort = tex2D(_Distort, IN.uv_MainTex).r;
- for (float i = 0; i < _Layers; i++)
- {
- IN.uv_MainTex += ParallaxOffset(tex2D(_DepthMap, IN.uv_MainTex - (_Time.x * _Speed )+ distort), _Parallax, IN.viewDir);
- }
- o.Normal = UnpackNormal(tex2D(_Normal, saturate(IN.uv_MainTex)));
- // Albedo comes from a texture tinted by color
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- // Metallic and smoothness come from slider variables
- o.Metallic = _Metallic;
- o.Smoothness = _Glossiness;
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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