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- //Created from Standard Surface Shader
- Shader "Shaders Test/Woobling Jelly" {
- 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
- _Warp ("Warp Strenght", Range(25,100)) = 50 //How much woobly is the material?
- }
- SubShader {
- Tags {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
- LOD 200
- CGPROGRAM
- // Physically based Standard lighting model, and enable shadows on all light types
- #pragma surface surf Standard fullforwardshadows vertex:vert alpha
- // Use shader model 3.0 target, to get nicer looking lighting
- #pragma target 3.0
- sampler2D _MainTex;
- float _Warp;
- struct Input {
- float2 uv_MainTex;
- float3 vertColor;
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- Input vert (inout appdata_full v)
- {
- Input o;
- v.vertex.x += sign(v.vertex.x) * sin(_Time.w)/_Warp;
- v.vertex.y += sign(v.vertex.y) * cos(_Time.w)/_Warp;
- o.vertColor = float3(v.vertex.x, v.vertex.y, v.vertex.z);
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = v.texcoord;
- return o;
- }
- half _Glossiness;
- half _Metallic;
- fixed4 _Color;
- // 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_CBUFFER_START(Props)
- // put more per-instance properties here
- UNITY_INSTANCING_CBUFFER_END
- void surf (Input IN, inout SurfaceOutputStandard o) {
- // 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;
- o.Alpha = _Color.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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