Created
March 5, 2020 04:29
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文字をランダムに表示するシェーダー
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Shader "Unlit/charshader" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
// make fog work | |
#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; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
float random (fixed2 p) | |
{ | |
return frac(sin(floor(_Time.z)*dot(p, fixed2(12.9898,78.233))) * 43758.5453); | |
} | |
float noise(fixed2 st) | |
{ | |
fixed2 p = floor(st); | |
return random(p); | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
int s = 10; //1列の表示文字数 | |
int w = 3;//文字ソースの1列の文字数 | |
float c = noise( i.uv*s + 1); | |
//return fixed4(c,c,c,1); | |
float x = frac(floor(c*w*w)/w); | |
float y = floor(c*w)/w; | |
float dx = frac(i.uv.x*s)/w; | |
float dy = frac(i.uv.y*s)/w; | |
fixed4 col = tex2D(_MainTex,float2(x+dx,y+dy)); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
Author
lowteq
commented
Mar 5, 2020
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