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- Shader "Custom/Flow Map" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _FlowMap ("Flow Map", 2D) = "grey" {}
- _Speed ("Speed", Range(-1, 1)) = 0.2
- }
- SubShader {
- Pass {
- Tags { "RenderType"="Opaque" }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : SV_POSITION;
- fixed2 uv : TEXCOORD0;
- };
- sampler2D _MainTex;
- sampler2D _FlowMap;
- fixed _Speed;
- fixed4 _MainTex_ST;
- v2f vert(appdata_base IN) {
- v2f o;
- o.pos = mul(UNITY_MATRIX_MVP, IN.vertex);
- o.uv = TRANSFORM_TEX(IN.texcoord, _MainTex);
- return o;
- }
- fixed4 frag(v2f v) : COLOR {
- fixed4 c;
- half3 flowVal = (tex2D(_FlowMap, v.uv) * 2 - 1) * _Speed;
- float dif1 = frac(_Time.y * 0.25 + 0.5);
- float dif2 = frac(_Time.y * 0.25);
- half lerpVal = abs((0.5 - dif1)/0.5);
- half4 col1 = tex2D(_MainTex, v.uv - flowVal.xy * dif1);
- half4 col2 = tex2D(_MainTex, v.uv - flowVal.xy * dif2);
- c = lerp(col1, col2, lerpVal);
- return c;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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