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Unity example of ripple effect
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Shader "Unlit/ripple_shader" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_amount ("_amount", Range(0.01, 1.0)) = 0.5 | |
_spread ("_spread", Range(0.01, 1.0)) = 0.5 | |
_width ("_width", Range(0.01, 1.0)) = 0.5 | |
_alpha ("_alpha", Range(0.01, 1.0)) = 0.5 | |
} | |
SubShader | |
{ | |
Tags{ | |
"RenderType"="Transparent" | |
"Queue"="Transparent" | |
"RenderPipeline" = "UniversalPipeline" | |
} | |
Blend SrcAlpha OneMinusSrcAlpha | |
ZWrite off | |
Cull off | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert alpha | |
#pragma fragment frag alpha | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct Interpolation | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
float4 screenPos : TEXCOORD3; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
sampler2D _CameraSortingLayerTexture; | |
float _amount; | |
float _spread; | |
float _width; | |
float _alpha; | |
Interpolation vert (appdata v) | |
{ | |
Interpolation o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); | |
o.screenPos = ComputeScreenPos(o.vertex); | |
return o; | |
} | |
fixed4 frag(Interpolation i) : SV_Target | |
{ | |
float2 center = float2(0.5, 0.5); | |
float spread = 0.5f * _spread; | |
// Outer edge (Large in center, small outside bounds) | |
float outer_map = 1.0 - smoothstep(spread - _width, spread, length(i.uv - center)); | |
// Inner hole (small values in center, large outside bounds) | |
float inner_map = smoothstep(spread - _width * 2.0, spread - _width, length(i.uv - center)); | |
// Donut shape multiplier | |
float map = outer_map * inner_map; | |
float2 displacment = normalize(i.uv - center) * _amount * map; | |
float4 color = tex2D(_CameraSortingLayerTexture, i.screenPos - float4(displacment.xy, 0, 0) ); | |
return float4(color.xyz, _alpha); | |
} | |
ENDCG | |
} | |
} | |
} |
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