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60 lines (53 loc) · 1.08 KB
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Copy pathWaveTexture.shader
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60 lines (53 loc) · 1.08 KB
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Shader "Unlit/WaveTexture"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_WaveSpeed ("WaveSpeed", Range(0, 100)) = 10
_FrequencyX ("X Axis Frequency", Range(0, 100)) = 34
_AmplitudeX ("X Axis Amplitude", Range(0, 100)) = 0.005
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _FrequencyX;
fixed _AmplitudeX;
fixed _WaveSpeed;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 uvs = i.uv;
uvs.x += sin(uvs.y * _FrequencyX + _Time * _WaveSpeed) * _AmplitudeX;
uvs.x = (uvs.x * 0.8) + 0.1;
fixed4 col = tex2D(_MainTex, uvs);
return col;
}
ENDCG
}
}
}