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Gravity Warp Shader
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Shader "Unlit/GravityWarp" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { | |
"RenderType"="Opaque" | |
//"DisableBatching"="True" | |
} | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
float3 normal : NORMAL; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
float3 sphereMask :TEXCOORD1; | |
float3 posWorld : TEXCOORD2; | |
float3 normal : NORMAL; | |
}; | |
sampler2D _MainTex; | |
float3 _GravityPoint; | |
float _GravityMulitplier; float _GravityDistance; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
//float3 localGravityPoint = mul(unity_ObjectToWorld, _GravityPoint).rgb; | |
o.posWorld = mul(unity_ObjectToWorld, v.vertex).xyz; | |
float3 dir = normalize(o.posWorld - _GravityPoint); | |
float dist = distance(o.posWorld, _GravityPoint); | |
dist = saturate(1 - (dist * _GravityDistance) ); | |
// TODO clamp to center point | |
v.vertex.rgb += dir * dist * _GravityMulitplier; | |
o.sphereMask = dist; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
o.normal = v.normal; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 c = tex2D (_MainTex, i.posWorld.xy) ; | |
c = lerp(c, tex2D (_MainTex, i.posWorld.yz), i.normal.x * i.normal.x) ; | |
c = lerp(c, tex2D (_MainTex, i.posWorld.xz), i.normal.y * i.normal.y) ; | |
c.rgb -= 0.4; | |
c.rgb = saturate(c.rgb - i.sphereMask * (1-_GravityMulitplier) * 0.333); | |
return c; | |
} | |
ENDCG | |
} | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[ExecuteInEditMode] | |
public class GravityWarpSetter : MonoBehaviour { | |
int id; | |
public float multiplier = 5, distance = 5; | |
void Start () { | |
id = Shader.PropertyToID("_GravityPoint"); | |
Set(); | |
} | |
void Update () { | |
Shader.SetGlobalVector(id, transform.position); | |
} | |
void OnValidate() | |
{ | |
Set(); | |
} | |
public void Set() | |
{ | |
Shader.SetGlobalFloat("_GravityMulitplier", multiplier); | |
Shader.SetGlobalFloat("_GravityDistance", 1 / distance); | |
} | |
} |
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