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- Shader "Custom/TestLit"
- {
- 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
- _Amplitude ("Amplitude", float) = 1
- _Frequency ("Frequency", float) = 1
- _Speed ("Speed", float) = 1
- }
- SubShader
- {
- Tags { "RenderType"="Transparent" "Queue"="Transparent"}
- LOD 200
- CGPROGRAM
- // Physically based Standard lighting model, and enable shadows on all light types
- #pragma surface surf Standard fullforwardshadows vertex:vert
- // Use shader model 3.0 target, to get nicer looking lighting
- #pragma target 3.0
- sampler2D _MainTex;
- struct Input
- {
- float2 uv_MainTex;
- };
- half _Glossiness;
- half _Metallic;
- fixed4 _Color;
- float _Amplitude;
- float _Frequency;
- float _Speed;
- void vert(inout appdata_full v, out Input o)
- {
- v.vertex.y = sin(_Time.w * _Speed + v.vertex.x * _Frequency) * _Amplitude;
- UNITY_INITIALIZE_OUTPUT(Input, o);
- }
- void surf (Input IN, inout SurfaceOutputStandard o)
- {
- fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Metallic = _Metallic;
- o.Smoothness = _Glossiness;
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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