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Unity Shader Trick
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using UnityEngine; | |
using System.Collections; | |
public class BlinkShader : MonoBehaviour | |
{ | |
public float fadeSpeed = 2f; | |
public float highIntensity = 2f; | |
public float lowIntensity = 0.5f; | |
public float changeMargin = 0.2f; | |
public bool blinkOn; | |
float currentIntensity; | |
private float targetIntensity; | |
private MaterialPropertyBlock materialProperty; | |
private Renderer renderer; | |
void Awake() | |
{ | |
currentIntensity = 0f; | |
targetIntensity = highIntensity; | |
materialProperty = new MaterialPropertyBlock(); | |
renderer = this.GetComponent<Renderer>(); | |
} | |
void Update() | |
{ | |
// If the light is on... | |
if (blinkOn) | |
{ | |
currentIntensity = Mathf.Lerp(currentIntensity, targetIntensity, fadeSpeed * Time.deltaTime); | |
CheckTargetIntensity(); | |
} | |
else | |
currentIntensity = Mathf.Lerp(currentIntensity, 0f, fadeSpeed * Time.deltaTime); | |
SetMaterial(); | |
} | |
void SetMaterial() | |
{ | |
materialProperty.Clear(); | |
materialProperty.AddFloat("_Shininess", currentIntensity); | |
renderer.SetPropertyBlock(materialProperty); | |
} | |
void CheckTargetIntensity() | |
{ | |
if (Mathf.Abs(targetIntensity - currentIntensity) < changeMargin) | |
{ | |
if (targetIntensity == highIntensity) | |
targetIntensity = lowIntensity; | |
else | |
targetIntensity = highIntensity; | |
} | |
} | |
} |
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Shader "Hologram" { | |
Properties { | |
_Color ("Main Color", Color) = (1,1,1,1) | |
_RimColor ("Rim Color", Color) = (1, 1, 1, 1) | |
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125 | |
_Outline ("Outline width", Range (0.0, 0.03)) = .005 | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
} | |
SubShader { | |
Tags {"Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent"} | |
LOD 200 | |
Pass { | |
Blend One One | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata { | |
float4 vertex : POSITION; | |
float3 normal : NORMAL; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
float3 color : COLOR; | |
}; | |
uniform float4 _MainTex_ST; | |
uniform float4 _RimColor; | |
float _Shininess; | |
uniform float _Outline; | |
v2f vert (appdata_base v) { | |
v2f o; | |
o.pos = mul (UNITY_MATRIX_MVP, v.vertex); | |
//float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); | |
//float2 offset = TransformViewToProjection(norm.xy); | |
//o.pos.xy += offset * o.pos.z * _Outline; | |
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); | |
float2 offset = TransformViewToProjection(norm.xy); | |
o.pos.xy += offset * _Outline; | |
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex)); | |
float dotProduct =( 1 - dot(v.normal, viewDir))*_Shininess; | |
float rimWidth = 0.7; | |
o.color = smoothstep(1 - rimWidth, 1.0, dotProduct); | |
o.color *= _RimColor; | |
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); | |
return o; | |
} | |
uniform sampler2D _MainTex; | |
uniform float4 _Color; | |
float4 frag(v2f i) : COLOR { | |
float4 texcol = tex2D(_MainTex, i.uv); | |
texcol *= _Color; | |
texcol.rgb += i.color; | |
texcol.a = _Color.a; | |
return texcol; | |
} | |
ENDCG | |
} | |
} | |
} |
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