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@blewert
Created March 21, 2019 20:13
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Shader "Custom/sail-shader"
{
Properties
{
[Header(Appearance properties)]
_Color ("Color", Color) = (1,1,1,1)
_TintColor ("Tint color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
// _NoiseTex ("Noise Texture (RGB)", 2D) = "white" {}
[KeywordEnum(Normal, Toon)] _ToonShading("Shading mode", Int) = 1
_Bands("Toon bands", Int) = 5
[Header(Deformation properties)]
_VertFrequency ("Vertex sine frequency", Range(0, 150)) = 0.1
_Frequency ("Frequency", Range(0, 150)) = 0.1
_Magnitude ("Magnitude", Range(0, 150)) = 0.1
_Direction ("Direction vector", Vector) = (0, 1, 0, 0)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
Tags {"LightMode"="ForwardBase"}
CGPROGRAM
#pragma fragment frag
#pragma vertex vert
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#pragma target 3.0
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _NoiseTex;
uniform float4 _NoiseTex_ST;
uniform fixed4 _Color;
uniform fixed4 _TintColor;
uniform float _VertFrequency;
uniform bool _ToonShading;
uniform int _Bands;
uniform float _Frequency;
uniform float _Magnitude;
uniform half3 _Direction;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float2 uv2 : TEXCOORD1;
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
float3 oldPos : NORMAL1;
};
float3 deform(float3 input, float2 uv)
{
float d = dot(normalize(_Direction), input);
float a = (d * _VertFrequency) + (_Time * _Frequency);
float m = abs(sin(a)) * _Magnitude * tex2Dlod (_NoiseTex, float4(uv,0,0));
return m;
}
v2f vert (appdata v)
{
v2f o;
o.oldPos = v.vertex.xyz;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv2 = TRANSFORM_TEX(v.uv, _NoiseTex);
o.vertex = UnityObjectToClipPos(v.vertex + deform(v.vertex.xyz, o.uv2));
o.normal = UnityObjectToWorldNormal(v.normal);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 d = deform(i.oldPos, i.uv2);
half nl = max(0, dot(d, _WorldSpaceLightPos0.xyz));
if(_ToonShading)
nl = round(nl * _Bands) / _Bands;
float4 diff = nl * _LightColor0;
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * diff * _Color + (_TintColor * _TintColor.a);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
//col = round(col * 5.0) / 5.0;
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
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