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An animated fish shader written for use in unity
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/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage of this stuff is not my responsibility*/ | |
Shader "BitShiftProgrammer/AnimatedFish" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_EffectRadius("Wave Effect Radius",Range(0.0,1.0)) = 0.5 | |
_WaveSpeed("Wave Speed", Range(0.0,100.0)) = 3.0 | |
_WaveHeight("Wave Height", Range(0.0,30.0)) = 5.0 | |
_WaveDensity("Wave Density", Range(0.0001,1.0)) = 0.007 | |
_Yoffset("Y Offset",Float) = 0.0 | |
_Threshold("Threshold",Range(0,30)) = 3 | |
_StrideSpeed("Stride Speed",Range(0.0,10.0)) = 2.0 | |
_StrideStrength("Stride Strength", Range(0.0,20.0)) = 3.0 | |
_MoveOffset("Move Offset",Float) = 0.0 | |
} | |
SubShader | |
{ | |
Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" } | |
Cull Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
half _EffectRadius; | |
half _WaveSpeed; | |
half _WaveHeight; | |
half _WaveDensity; | |
half _Yoffset; | |
int _Threshold; | |
half _StrideSpeed; | |
half _StrideStrength; | |
half _MoveOffset; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
half sinUse = sin(-_Time.y * _WaveSpeed + _MoveOffset + v.vertex.y * _WaveDensity); | |
half yValue = v.vertex.y - _Yoffset; | |
half yDirScaling = clamp(pow(yValue * _EffectRadius,_Threshold),0.0,1.0); | |
v.vertex.x = v.vertex.x + sinUse * _WaveHeight* yDirScaling; | |
v.vertex.x = v.vertex.x + sin(-_Time.y * _StrideSpeed + _MoveOffset) * _StrideStrength; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex,i.uv); | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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