Created
November 12, 2012 21:56
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Shader "VertexInputSimple" { | |
Properties { | |
_SoundWavePosition ("Sound Wave Position", Vector) = (0,0,0,0) | |
_SoundWaveRange ("Sound Wave Range", Float) = 2.0 | |
_SoundWaveWidth ("Sound Wave Width", Float) = 0.1 | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader { | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
float4 _SoundWavePosition; | |
float _SoundWaveRange; | |
float _SoundWaveWidth; | |
sampler2D _MainTex; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
fixed4 color : COLOR; | |
float2 uv : TEXCOORD0; | |
}; | |
float4 _MainTex_ST; | |
v2f vert (appdata_base v) | |
{ | |
v2f o; | |
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
float3 worldPos = mul(_Object2World, v.vertex).xyz; | |
float vertexDistance = distance(worldPos, _SoundWavePosition); | |
float alpha; | |
if(abs(vertexDistance - _SoundWaveRange) < _SoundWaveWidth) { | |
alpha = 1; | |
} else { | |
alpha = 0; | |
} | |
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex); | |
o.color.rgb = (1,1,1,alpha); | |
return o; | |
} | |
fixed4 frag (v2f i) : COLOR0 { | |
half4 texcol = tex2D (_MainTex, i.uv); | |
return texcol * i.color; | |
} | |
ENDCG | |
} | |
} | |
} |
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