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- Shader "Custom/Curved" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _QOffset ("Offset", Vector) = (0,0,0,0)
- _Brightness ("Brightness", Float) = 0.0
- _Dist ("Distance", Float) = 100.0
- }
- SubShader {
- Tags { "Queue" = "Transparent"}
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- float4 _QOffset;
- float _Dist;
- float _Brightness;
- struct v2f {
- float4 pos : SV_POSITION;
- float4 uv : TEXCOORD0;
- float3 viewDir : TEXCOORD1;
- fixed4 color : COLOR;
- };
- v2f vert (appdata_full v)
- {
- v2f o;
- float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
- float zOff = vPos.z/_Dist;
- vPos += _QOffset*zOff*zOff;
- o.pos = mul (UNITY_MATRIX_P, vPos);
- o.uv = v.texcoord;
- return o;
- }
- half4 frag (v2f i) : COLOR0
- {
- half4 col = tex2D(_MainTex, i.uv.xy);
- col *= UNITY_LIGHTMODEL_AMBIENT*_Brightness;
- return col;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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