Created
January 14, 2015 11:59
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Water screen shader w/ time scrubbing
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// http://unitycoder.com/blog/2012/02/26/water-splash-screen-effect-shader/ | |
Shader "Custom/waterscreen1" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Water ("WaterBlur (BW)", 2D) = "white" {} | |
_Slide ("SliderTime", Range(0, 0.2)) = 0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
CGPROGRAM | |
#pragma surface surf Lambert | |
struct Input { | |
float2 uv_MainTex; | |
float2 uv_Water; | |
}; | |
sampler2D _MainTex; | |
sampler2D _Water; | |
uniform float _Slide; | |
void surf (Input IN, inout SurfaceOutput o) | |
{ | |
float time = _Slide + _Time.x; | |
float fader = smoothstep( 1, 0.0, time*7); | |
half4 waterflow = tex2D(_Water, float2(IN.uv_Water.x,IN.uv_Water.y+(time*5)))*fader; | |
half4 col1 = tex2D(_MainTex, float2(IN.uv_MainTex.x+waterflow.r,IN.uv_MainTex.y+waterflow.r))*1; | |
o.Albedo = col1.rgb; | |
// o.Albedo = fixed3(time); | |
o.Alpha = 1; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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